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Mystery Dungeon - New Beginnings's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story and affinity with the theme | #3 | 3.000 | 3.000 |
Soundtrack | #4 | 1.250 | 1.250 |
Overall | #4 | 1.950 | 1.950 |
Graphics | #4 | 2.500 | 2.500 |
Depth | #5 | 1.750 | 1.750 |
Gameplay | #6 | 1.250 | 1.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Ok, to be honest I'm not a Pokemon fan, but it's been fun playing this, I see the effort and work, congratulations on finishing on time! 👏
Thanks everyone for the feedback! Since there is an extension I thought I would try to update the game with your suggestions. Here are the new updates:
I'm not a big connoisseur of Pokemon, but the main idea is good. Graphics are fine and gameplay could be OK, but I met many technical issues. Also I don't really understand if/when/why I die and how the game sends me back to the main menu (I don't see a HP indicator, is it normal?). When I take the first coin, I use it to fire projectiles on the other pokemon, but they never die and keep pushing me away. Then I don't what I could do to survive and continue to explore the dungeon... There might be a way to become stronger and to get new powers with new coins, but I have not found out how. However I really appreciate the effort and the participation! Thanks for your submission!
Thank you for your feedback! There is no HP indicator yet and I can see why that would be very frustrating!
Yes different pokemon drop different attacks and you can even use them in a strategic combo! I'm not sure why the Pokemon aren't dying, I hope it's not a bug and will look into it! Slowpoke may appear impossible to beat. It can heal itself, so if it isn't beaten fast enough, he will keep regenerating health! Another good reason for me to add an HP indicator!!
Thank you again for sharing your thoughts!
Ah yes, now I understand much better. Indeed a HP indicator would be very helpful! I see where you are heading with your prototype, and it can be fun. I hope you will succeed! Don't hesitate to post updates despite the Jam being over. Thanks again for your participation!
I like the general lore which, in a few sentences, intrigues the player. The graphics are simple but do the job. The gameplay is not obvious to those who, like me, are quite bad at this type of game (if you have the possibility for your game jam projects, the best is to add the "arrows" gameplay to move too : the WASD keys are not obvious for "azerty people" like me). Still, I had fun walking around the dungeon to attack a few pokemons on the way (before being surrounded without being able to retaliate ^^). The themes imposed by the game jam are there, the references to the game loved are too.
You can switch between Azerty and Qwerty at any time in Windows by pressing Alt+Shift. Thus you can move with the zqsd keys in a qwerty game.
My computer is too old : I can only have one language (french obviously), or it crashes when I launch text softwares.
The best way is to help people remember that WASD is not the only solution to move.
So, please, devs, add the arrows possibilty to your projects ^_^
Weird, I can do it on my old Windows 8 laptop from 2008!
I never encounter something like that even as far back as Windows 7. My pinky tells me that he might be using Windows XP.
I am so sorry, I've never thought about different types of keyboards before! I will keep this in mind in all my future games :D and thank you for playing the game despite how difficult that must've been!
I'm glad it was still a fun experience! Yes it can get very tough when you are surrounded by many Pokemon! I tried to recreate the "Monster House" experience in PMD where you're surrounded! When that happens to me I use the attack "Yawn" to make an escape. Different Pokemon drop different attacks, and I will add that to the description of the game! Thanks again for informing me of arrow keys and for sharing your thoughts!
I wish I noticed this sooner but arrow keys work in the game :D I've updated the game instructions to let players know they aren't limited to WASD
That's what I thought since you are using Unity. Also if you are not using these keys for something else, you can assign the horizontal and vertical axes in the Unity inputs to both WASD and ZQSD (which is the Azerty equivalent), by simply duplicating these axis and giving them different possibilities.
I mean, it doesn't even play like the source material.
Thanks for the feedback! I agree that the gameplay is different! I intentionally made it more interactive instead of turn-based, like the source. I felt that this would be a better way to use the strategy found in competitive Pokemon. For instance, you can use a combo of Yawn and Perish Song to beat several Pokemon at once.