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Dungeonmania's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #145 | 2.309 | 4.000 |
Theme | #146 | 2.309 | 4.000 |
Gameplay | #158 | 1.732 | 3.000 |
Overall | #161 | 2.021 | 3.500 |
Presentation | #176 | 1.732 | 3.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Hi there!
I'm one of the 6 judges for this RPG Maker Game Jam 2025. I was one of the 2 judges assigned to your game, and we have been assigned to rate your games according to each metric highlighted on the game's main jam page, and submit these ratings to the organisers, who will then appropriate what happens with that. Please contact them in the Q&A if you have any further questions about the judging process. The judges will work on different time schedules, so even if I may have finished playing your game, the entire process might not be finished as of yet. Many of these reviews I am posting while still judging.
All that aside, I'd like to share my VOD of me playing your game, which contains up to an hour of gameplay, and some final thoughts at the end! Depending on whether I stopped the VOD early or not, it will also contain many of the thoughts that I say to you below, which may cause repetition. So just be aware of that.
I will also attach a review below this VOD. I will not disclose my ratings for each category as of yet, but those will be revealed in due time. Not all judges are required to post a review or VOD to each game, but many will do so even if it's optional, including myself.
Here's the VOD:
So PLEASE forgive me if I feel a little dismissive in the VOD above, because I actually didn't understand what Nobi was talking about below - that this was intended as a multiplayer game! lolI was quite thoroughly confused throughout, and didn't really *get* what was supposed to happen. But I do admire the attempt and I find it hard to judge such a game, especially when much of its entertainment value relies on the creativity of its participants.
I would probably encourage at least an introduction that makes it absolutely clear that this is for 2 people to play. Or for you to make a dungeon for yourself. I didn't quite get that message so clearly, and it would have helped a lot.
I ended up playing it as a singleplayer game and playing it to the end with a crescendo final battle that just felt WAY too hard, but now it makes sense because it's intended as a multiplayer game.
Anyways, I'm not sure I have many more thoughts than that, other than keep doing your thing. Just remember that the way you present your game to a player is important, to ensure them that they're understanding the experience that is set before them.
Keep making games! Every game's a gift <3
Thank you very much!!!
I'll make sure to improve on my next games with all the feedback!!!
P.s.: sorry about the final battle, I legit thought it was kind of too easy if you grinded a bit or bought poison scrolls so I made the bosses hit a bit harder than originally planned xd
I wasn't really sure what the point of the game was but I see now that its purpose is to serve as a dungeon maker for your friends to play. Which I think is a neat idea in a sense, but having to find someone to play a dungeon you made isn't always gonna be an option for most people. So I played it solo. Which I guess kind of ruined the game for me lol. But I like the idea. I'm kind of dumb but I thought it was super cool how you're given the ability to place blocks and I'm not entirely sure how that even works in the first place. So good on you for pulling the wool over my eyes cause I have no idea how you did that and it's cool. My main issue with the "editor" side of things is that during those sections you're still interrupted by random encounters, making building dungeons a lot more frustrating and tedious for the player. Which, sure might be ignored if the dungeons were say, 3 rooms. But the amount of dungeon rooms you're given feels overkill. It makes the builder want to get the dungeon done as soon as possible lest they die and lose their progress or want to constantly save to not lose that said progress. I feel like the final boss dragged on a lot longer than I felt was necessary which might've been rectified if I built an actual dungeon and leveled up my heroes, but the process of building it seemed so slow with all the random encounters. And I understand the encounters are there for balancing purposes, because if the builder was given infinite resources they could build a dungeon that is extremely affective at killing the player. But process just feels so slow. Maybe have the builders have some alternative way of making money that doesn't feel so disruptive. I feel like this idea could be improved upon but it is definitely a start.
Honestly the reason I stuck through to the end of the game was the writing. I didn't expect to laugh at this game but a lot of the jokes were funny. Especially the conversation with the final boss. I feel like it wouldn't really make sense without prior context, or knowledge of what an Isekai is but I thought it was funny as hell how the Isekai'd main character is some perverted psycho who killed his cat. I feel like putting that writing into another project would benefit you. It's what kept me playing the most and I wished there was more of it. Take this whole review with a grain of salt considering I didn't really play it correctly but I feel like there are some great ideas in here that could use refining. Keep up the good work.
P.S. You might want to add descriptions to the items the player buys. By default items "Potion" "Magic Water" "Dispel Herb" and "Stimulant" do not have descriptions in the RPGmakerMV database.
If I didn't already know what they did I probably wouldn't have bought them.
Thanks for playing!
I'm sorry you couldn't enjoy the game much, I wanted to make a game that was enjoyable both in solo or when sharing maps.
The main objective of the game was customization, I wanted the player to have a fresh play session on each new save file with the game taking on average from half an hour to an hour, and potentially even two hours if the player wated to get and use all blocks anduse a music scroll on each room.
I actually made the game so that you can play all of it without placing a single block or leveling up once, with a difficulty that is very flexible, depending on how tedious you make the labyrinths or maps and how much you level up(although I thought it was still too easy not gonna lie), That's why it's fun to also make someone else play a map you just made with the hero party, although it's not required.
If you ever want to try playing the game again, here's a way to have an easier more fluent time:
try buying lots of magic water and a few escape scrolls and only go to the last big room at level 3 with the dark lord party(small rooms have no spawn rates, it's still an minecraft inspired game so just like mc, mobs needs space to spawn).
The game is supposed to be very easy for the smaller first party, where both the dark lord and servant have busted skills and stats with the difficulty gradually increasing with the last big room serving as the hard mode of their route.
The hero party has a harder difficulty obviously, but the scrolls you can buy from the angels instead of the building blocks and songs can be used to cheese your way through the final boss, mainly the poison scroll.
Hope with these informations in mind you will have a better second playthrough!
By the way, I'm surprised you liked the writing! Honestly when making this game, I wanted to put the story in second place instead of being the main part like my previous entries...
P.S.: I was actually tempted to give a description to the normal item, but I thought it would be funny to not write anything cause the angel takes for granted that the isekaied humans know how to use the generic items even with their quote "smooth brains", but I guess it wasn't the best idea, I'll make sure to write the effects next time, thanks for the feedback!!!
Updated 11 hours before Jam deadline to fix final boss bug.
Uptaded a second time 10 hours and 20 minutes before Jam deadline, fixing item bug.
Made by Wifi with the help of Sirhc (coder), Joncfong (music composer), Sicky (music composer), Eamc (music composer) and Party Snacks (music composer).