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A jam submission

Dungeon Dance DanceView game page

A strange dungeon where you need to dance... weird
Submitted by shiryel (@shiryel_), RoxoFoxo (@RoxoTheFoxo) — 14 hours, 39 minutes before the deadline
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Dungeon Dance Dance's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement#3133.0193.375
Overall polish#3132.9073.250
Overall#3492.9073.250
Creative use of art assets#3942.7953.125

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

A few other people tried to mix rhythm game with another genre in this jam and It's Interesting  to see how they compare. I think this is the best implementation of the rhythm aspect yet. the way the arrows sync with the music is spot on but as for the other half its just to chaotic its really hard to manage both.
overall cool experiment though and great polish

Submitted(+1)

Quite an interesting and unique game! I certainly didn't expect a (partially) traditional rhythm game from this asset pack. I did find it quite challenging when I tried to play it "correctly", but I also felt it was a bit easy to cheese. I found a lot more success completely giving up on paying attention to the music OR the enemies, and instead just mashing all four directions and left click as much as I could. I think the concept could be a lot more comfortable if the dancing and combat portions weren't quite so simultaneous. For example, rather than missing notes spawning enemies, you could have the enemies spawn independently while hitting notes fills up a "mana" reserve for casting the fireballs. This would allow more of an attention-switching style of gameplay where you could look away from the notes if a lot of enemies are attacking, pay a bit less attention to the "combat" area if the coast looks clear so you can build your reserves, or end up in a hectic situation trying to do both at once if enemies come at a bad time. The mana system would discourage the "left click as much as possible" strategy that works pretty well right now, and you could introduce a penalty for extraneous rhythm inputs to combat "mash all the buttons".

Submitted(+1)

Honestly, if there weren't so many notes at all times coming quite fast...this could be more feasible.   I'd agree with the others who say that movement isn't really necessary.   It's an intriguing concept and def one of the more interesting hybrid rhythm games i've played in the jam.  Great job!

Submitted

*note, im a geezer practically.....i guess it's time to raise my APM!"   XD

Submitted

*note, im a geezer practically.....i guess it's time to raise my APM!"   XD

Submitted(+1)

It looks fun and was very hectic. I did try a couple of times, before I gave up on the level. I'm not sure why I would want to move my character though? I just stayed still in one place and spammed my left mouse button while hectically trying to press the arrows :P But was fun!

Submitted(+2)

It’s a good concept with some potential but the execution needs to be improved. I really enjoy rhythm games that incorporate action into it (e.g. Crypt of the Necrodancer). When playing this game, the music was out of sync with the arrow keys - it was slightly faster than the arrow keys, the arrow keys came late, so I couldn’t get into the flow at all and had to constantly watch the arrows. I thought this was a problem with the browser version, but when playing on Windows, it’s the same thing. Was it programmed to ensure that the total delta of the _physics_process (time passed) matched the audio playback time when setting the position of the arrows? You need to take time between rendered frames on screen into account. Maybe I’ll check your GitHub when I have the time 😄

Some of the arrow keys didn’t feel like it matched the music. There are only 4 notes, but for whatever reason I had to press 6 arrows, it doesn’t make sense. Sometimes, the music plays a certain note, and when that note plays again, I would expect it to be the same arrow that plays that note, but no, it’s a different arrow. Vice versa, when a note changes, the arrow should change too.

I really like the fact that the monsters only appear when you miss. That’s a good design decision. I would appreciate it if the monsters died when coming into contact with the player too, just to ease the pressure a little bit. The game also needs sound effects, when getting hit, so you know the monster got you; and very importantly, sound effects when you miss the beat. Without this player feedback, it’s very difficult to get into a rhythm game.

I really like the concept and I can see a lot of potential for this type of game to shine. I apologize if this was too long, but it was only because I was excited for the game. Overall, despite not being able to get into flow with the music, I enjoyed the opportunity of trying it out. Great effort!

Developer

Thanks for playing :D. About the arrow keys sync, that unfortunately was a problem with the time that we have to make the game… we created a “music creator” (you can find in the scenes/_meta) to generate a JSON with the arrow and the time of the note, and we dint had time to fix the sync manually (changing the JSON), maybe after the reviews end I will fix that :P

And in the future, if we do another rhythm game (or if we have time to fix the current xD), we will be looking forward to implement your tips, thanks very much :3

Submitted(+1)

The music is good, it's fun but it's hard to focus on the arrows and the enemies at the same time

Developer

Yee, that was the main idea, but it ended up making it extremely difficult :P so we allowed the player to keep the fireballs on the field, like a minefield (but you can win without using it… its just… really hard)

Developer

For those that have difficulty with “DDR” games, hold the right button and smash the left button xD