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Team members
Yevhen
Software used
Game Design: Obsidian, Game Engine: Godot, 3D: Blender, Artwork: Procreate, Pixquare
Use of the limitation
Press buttons in the bottom-right corner to move, turn, and activate emeralds.
Cookies eaten
~10 fruit chews, 5 crackers, and 3 peanut cookies
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Comments
This was really good ('▽^人) I'm going to show my partner when she comes back from work as she's really into these kind of dungeon games and will have fun deciphering it lol
I only knew what to do after reading the comments and realising it's a toggle switch for the colours (*/∇\) my brain isn't braining today lol
Thank you for playing! I hope your partner will enjoy the game as well!
Fun game, I love turn-based games that move when you move!
One minor comment that I have is that I would remove the "max steps" thing, solving the puzzles on their own is satisfying enough and taking time to solve them is not something I think should be punished.
You could still have a metric that states in how many steps you solved it, but only keep it as a high score, not a fail condition.
(if I lost because of this I probably would not have finished it, but I'm glad I did!)
Thank you for playing!
Yeah, I understand your note on steps restriction. But as the level completion is heavily dependent on positions of different obstacles, many dangers can be easily avoided by exploiting back-and-forth movement. I understand that this solution can irritate some players but at the same time it protects the main challenge of the game from obvious exploit that breaks all the fun imo.
The main problem of the restriction is that there is kinda no reward for your efforts to make your way out "in time". Yes, you've completed the game but that's it. I wish I had time to implement some narrative or aesthetics to make the puzzle truly rewarding (some kind of story reveal or beautiful outdoors location after exit). I think that could motivate at least some players to try again in case of lost.
Thank you for feedback and your time! I'll to iterate on the mechanic after the rating period.
Although failed just before getting to the end, I really enjoyed this game. Makes you use the noggin.
Thank you!
I beat it! Can confirm it can be finished.
It took me a while to understand what was going on. Once you realize that the yellow and purple gems toggle wall states, you just have to count whether you are an even or odd number of steps away from a colored wall. And for the red gems, you essentially want to minimize it's usage because it costs like 20% per step to use.
That's actually the thing I didn't realize in the beginning and wished that I did: Using a gem fills up an energy bar, which when it reaches full, you have no other option other than moving back and forth until you replenish your usage of the gems. I think this aspect needs to be finetuned a bit because it doesn't feel right. Maybe a button to convert "steps" into setting your percentage to 0?
I do like the presentation. Reminds me of late 80's early 90's dungeon RPG's, which would often have a similar control scheme.
Wow, thank you for playing!
Yeah, I agree that it's not natural to move back and forth to progress further in any way. I tried to avoid the behavior as much as possible (that's how the idea of steps came in my mind). At the same time, I tried to "punish" player for not toggling off emerald abilities, so the corruption bar was born. In the end, the back-and-forth behavior slipped into the game.
I like the idea of steps conversion. I'll try to implement it after the rating period to see if it's a solution.
Thank you for the feedback!
Very cool interesting puzzle game, I am getting into it! It is a little hard at first to know which are gems or blocks, and it is cool to learn how the blocks move. Nice game, well done!
Thank you for playing!