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Recoil Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #149 | 3.191 | 4.000 |
Audio | #186 | 2.963 | 3.714 |
Overall | #209 | 3.162 | 3.964 |
Graphics | #222 | 2.963 | 3.714 |
Authenticity (Use of resolution restriction) | #257 | 3.533 | 4.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
I worked on the programming and art, and a friend worked on the music and sound effects.
Was the resolution a challenge?
The resolution was definitely a challenge. For example, the enemies in the game needed to have a small enough detection area so the player isn't attacked when they're off-screen. UI space is also limited, so we show the player's hp only and a minimap that can be toggled on/off.
What did you learn?
I ended up implementing Zelda-style procedural dungeon generation for the first time, which was a fun challenge. By learning about this type of procgen, I can now reuse that knowledge in future games that may use a similar style of content.
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Comments
Really liked the uniqueness of this. The procedural generation fits it well too, gives a lot of replay value. Very enjoyable, especially with that chill music.
This is such a unique approach to dungeon crawling. While the game doesn't perfectly conform to the 64x64 pixel resolution the jam requested, I actually think it benefits from the smooth camera movements and ball movements. It's pretty challenging, and I'll definitely be playing more when I have the time!
Lovely idea, great execution. I found it a bit too challenging but I suck at pool so that's no reflection on your brilliant game.
The bumping-into-enemies mechanic is not used enough in video games, and coupling it with procedural generated dungeons was a cool idea. Love the sprite art on the enemies too!
I just wish there was a way to do keyboard or gamepad control. I think it would quicken the pacing.