A perfect score from me. Excellent execution on the dungeon crawler formula, and a masterclass on juicing gameplay with procedural animation (the damping on that grid movement 😚👌🏻), VFX, and sound design.
Incredible work!!
Criteria | Rank | Score* | Raw Score |
Graphics | #1 | 4.818 | 4.818 |
Overall | #8 | 4.375 | 4.375 |
Gameplay | #27 | 4.045 | 4.045 |
Audio | #41 | 3.955 | 3.955 |
Authenticity (use of resolution) | #57 | 4.682 | 4.682 |
Ranked from 22 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 made the game on my own
Was the resolution a challenge?
A lot of time and effort was spent making sure the game's 3D visuals are readable at a 64x64 resolution. Restricting the color palette and using a checkerboard pattern for the floors among other things helped a lot.
What did you learn?
I just thought it was an interesting challenge.
A perfect score from me. Excellent execution on the dungeon crawler formula, and a masterclass on juicing gameplay with procedural animation (the damping on that grid movement 😚👌🏻), VFX, and sound design.
Incredible work!!
This is amazing! So much polish with the art, sounds and gameplay! Using the Bomb and seeing it actually destroying tiles was soooo good! The only nitpicks I have is that you can't just wait in place so an enemy gets closer to you, and you can't walk back either. But other than that this was one of my favorite entries!
I love the aesthetic and the meaty sound effects. There were some occasional bugs where you weren't being able to open the chest or get the item you needed to win in the abyss. There were also points where it seemed being hurt was unavoidable especially when you were surrounded, when you had no bottles around or spells to use to take up a turn and put yourself within attacking range of the enemy. Also took me a while to understand the attack pattern of the ghost. Overall solid effort and great potential.
VERY juicy! The snappy easing you used for the movement, that oh-so-satisfying slash effect, the sound effects, even the screen transitions… This game just ooooozes polish. I just wish I could move backwards! Kudos for making what I presume is a wolfensteinesque software renderer in LÖVE!
Awesome choice of colors, and the controls felt really good too. I wasn't sure if it's possible to avoid damage or not, so I didn't get too far.
YES!!! I loved this game SO MUCH! The art and colors are beautiful, and the whole thing worked really well in the 64x64 size, so great job on that.
I liked the first-person take on the classic mystery dungeon style of game, it made the actual exploration and movement aspect a lot more fun than it usually is in those games. However, it also lowers awareness (and control over movement), which makes combat a lot more difficult (i.e. I got my ass KICKED in this game)
My favorite part though, above everything else, is just the audio. The audio just gives me brain tingles, its such a crucial part of the game, it really ties in and cements the fun and cutsie aesthetic. Makes the game fun to simply exist in, and made my sole purpose to travel around smashing pots.
PLEASE teach me how to do audio like that some time, I'm so jealous and wish I knew how!!
What a good entry, and fun prototype!
This was a really fun game! I really like the graphics and I also liked how this game was trying to center around the consumable spells. Though it would be helpful if you had a map or there were memorable landmarks throughout a level so it can be easier to navigate. Some spells were also kind of useless such as the arcane spell and blink. The combat could have been also better if it was more strategic. It would be really cool to see an expanded version of this game.
Wow this looked fantastic, and the textures, ambience, and animations made it feel super polished.
Only complaint would be the combat. Maybe I'm missing something, but I kept getting locked in step with enemies with nothing to do but take a hit.
Nice game, I liked the art and the spell variety, and repeat attempts were quick because of how fast you could move if desired. Unfortunately I eventually got this error after enough restarts:
Error
bin/ShaderHandler.lua:19: attempt to index a nil value
Traceback
bin/ShaderHandler.lua:19: in function 'update'
libs/fileHandler.lua:57: in function 'updateScripts'
main.lua:64: in function 'update'
[C]: in function 'xpcall'
First hint that this was something special, was seeing the ladder from below. It was a detail you could've left out, but chose to include. Then when I used the bomb spell, I was hooked. Really excellent job all around. I'd say you made it perfectly readable, so mission accomplished.
That was so good! I am the spell slinger \o/ I love everything about this game such a good entry :)
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