Had a great time playing the game! very fun and i loved the audio work. Congratulations!
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Dungeons & Barrels's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation (visuals) | #29 | 4.152 | 4.152 |
Overall | #34 | 3.870 | 3.870 |
Concept (gameplay) | #52 | 3.630 | 3.630 |
Adheres to jam theme | #81 | 3.826 | 3.826 |
Ranked from 46 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Good job! Really sweet game. I like how you integrated the theme!
Wow, this is really well executed, polished and enjoyable to play. The music is great as are the sound effects. Wonderful use of Kenney assets. The only critique I'd have is one that's already been shared, that I'd lose track of the little guy behind the tall columns. Perhaps in those cases you could add an arrow pointing down above where the barrel player is located. Great job!
My score was absolutely pitiful I'm afraid to even share it. I really like the presentation, although the gameplay wasn't really for me. Great work!
Really good game ! (^w^)
I personally liked the memory aspect of it, even if it might go away if you add a lot of tile variations. But well, once the 10 or so variations memorized I don't think you can lose so I just rolled back on forth on the spikes to finish the game (^w^)
The most tricky ones were probably the 2 variations with 4 spikes in the middle, as they are almost mirror versions of each other.
I really liked playing it ! Thank you for making this game ! (^w^)<3
Thanks so much for checking out my game! ʕ•ᴥ•ʔ ♡
And thank you for taking time to provide some feedback! I’m glad you liked the memory aspect, I prioritised getting a bunch of level layouts done towards the end and even designed a custom gizmo (icon) system in the editor so that I could identify different tile types while building levels (which is why I was able to do a decent range for the jam) You’re right that it gets a bit too easy to not die and you’re kind of forced to purposefully die, I think that I could remedy that with some difficulty scaling (maybe the levels get more complicated / harder the more Mimics you save etc).
Super satisfying and trippy! Overall, was fun and felt really great to play. You implemented the art very well and the music was also a very nice touch! Well done.
I feel it needs a dynamic like the minesweeper, so you know which square you should go next. Columns hide information behind, I dont see how to fix that. Overall, it could be interesting prototype.
Thank you so much for playing ʕ•ᴥ•ʔ ♡ You are right about the game needing some more depth in terms of mechanics to keep it engaging, the mine-sweeper approach is an interesting suggestion and something I will explore in later updates!
Thank you so much for your feedback, the columns do hide things from view, there are some camera controls to rotate but it has issues with movement controls at the moment.
I love the trippy aesthetic and the generally weird story. I also really enjoyed the animations. I wish there was an end goal, I've saved 20 mimics and could've gone forever before finally dying. Also, rotating the camera doesn't rotate your controls with it, which makes it not very useful. The sound effects are also a little LOUD!
Overall, quite a good game considering the time.
Thanks so much for checking out my game! ʕ•ᴥ•ʔ ♡ glad you liked it. As for the end goal It does become repetitive when you figure out the layouts and how to easily build up HP without losing it, the game is relatively simple because of the time constraints (there is only 10 level layouts)
I definitely want to add more depth and complexity in later updates!
As for the camera control issues I’m aware of it and plan to fix that later :]
Sorry about the sound levels I always struggle to balance those and always neglect mute buttons or volume sliders (I need to stop doing that haha).
Thanks for checking out my game! ʕ•ᴥ•ʔ ♡ Glad you liked the Mimics, they’re my favourite haha! and yeah the camera doesn’t swap the control layout so it feels pretty janky, didn’t have time to implement that logic without having to worry about bugs sadly, it’s generally better to swap the camera to see different perspectives and rotate back to move again.
Ah no worries, the deadlines are always touch ^^ Yeah the big pillars made seeing difficult but the grid is limited enough that I didn't mind it haha.
Idunno if you'd keep working on it, but if you made a randomised version it'd be cool to work in some minesweeper-like context where you can tell the number of adjacent traps, or maybe a ping type system where you can tell if you're cold-warm-hot distance to the mimic from its reply.
I like this a lot, it feels very polished and the concept is really well done. Two things I felt made it a bit tricky were that sometimes pillars would block me from being able to see where I was going, so it could be good to have a rotatable camera, and a couple of times I just got unlucky and ran into many spikes, so it would maybe be good to reveal the squares immediately around the barrel, or to reduce the number of spikes in the stage. The second one I’m not as sure how to address properly, but these are two ideas! Amazing job!
Thank you so much for checking out my game and for your kind words! ʕ•ᴥ•ʔ ♡
There is camera controls already in the game (Q & E) I should have put some in-game control prompts to help with that but had limited time, also currently the controls do not update when you rotate the camera which makes it really confusing to navigate.
I will definitely explore having different ways to approach revealing tiles to the player, I had intended to have rogue-lite progression systems through upgrades and such but cut this due to scope (as well as battle mechanics and enemies).
Impressive visuals and soundtrack , great game play
First things first, I love how you've designed the itch page itself. It's pretty, informative, and I particularly like that you added a video of gameplay.
As for the game itself, the gameplay is cool and has a lot of potential to be expanded upon after the jam! I would love to see a shop to put those coins to good use and progressively more challenging dungeons to traverse and think my way through.
You nailed "exploration" on this one and I think you've carefully selected assets and put them to very effective use to make cohesive theming.
Thanks so much for checking out my game! ʕ•ᴥ•ʔ ♡ I’m glad you liked the presentation of the project I usually work with artists on game jams but this was my first time doing a solo project so I’m glad I was still able to deliver on presentation!
I appreciate the kind words, I’m happy you see some potential in this concept as that is what I was aiming for as I had to reduce my scope a bunch, upgrade systems (rogue-lite) and some combat mechanics & enemies were features I wanted to include but were out of scope for my 48hours.
Hoping to add all these ideas in future updates :]
Addictive, not gonna lie! :) The thing we liked the most is how the dungeons are generated randomly. If you continue this project in the future, we suggest as a mechanic being able to buy upgrades or effects on the dungeon with those coins!
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