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Dungeon Tails's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #44 | 2.683 | 3.600 |
| Enjoyment | #51 | 2.385 | 3.200 |
| Use of the Limitation | #53 | 2.236 | 3.000 |
| Overall | #54 | 2.422 | 3.250 |
| Concept | #58 | 2.385 | 3.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Es Eisenberger (Programming & Game Design), Jakub Dubiecki (UI/UX Design), Julia Szczepańska (Music & Art), Mateusz Słowikowski (Art & Game Design)
Software used
Godot, Aseprite
Use of the limitation
When the player dies they are back at dungeon level 1, but they keep the weapon they died with and they have an extra HP point (it stacks!). This way, the player becomes stronger with each failure.
Cookies eaten
8, maybe more, we lost count :)
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Comments
The art was absolutely gorgeous and the gameplay really brings me back! In some of the later levels, it was a bit difficult to differentiate between tiles the players could stand on and tiles they couldn't, but other than that, super fun game! Galaxy Sword FTW!
Good job i liked it
very good, this one is looking like an actual game (unlike lots of others) xd. It seems it was made kind of like a "D&D" (dungeons and dragons)? Because all actions are wrote in corner. Overall, i like that there is different music for each level. A good music. Pretty fun concept, kind of strategic. And i would like to get FGM-148 "Javelin" to kill those annoying flies.
Wonderfully polished for how little time was given. The art style fits really well with the vibe. The game reminded me of "Magicite" in the way that every action had a very clear consequence. I do wish the core gameplay loop was more varied. Great work everybody!
The game looks good. Big respect to the person responsible for the sound — excellent work. The limitation was used... in an unusual way? The game is visually appealing (for some reason, I kept getting Lona RPG flashbacks).
The heavy crossbow is the best weapon. Honestly, some weapons feel unusable — for example, the axe (I think?) that hits three tiles away from you. It has a really long cooldown, so enemies have time to eat you while you're aiming.
The bugs were a bit disappointing: on the second level, I couldn't tell if there were any walls, and I got stuck inside enemies a couple of times.
Overall, I liked it. I just wish it had more roguelike elements, like randomly generated levels.