This was so pleasant c: Really well-executed, and at a very impressive "scale" for a solo dev'd game. Using the mallet was consistently very fun. If I had one negative thing to say, it would be that I wish NPC's had slightly different dialog if they were Big. Otherwise, fantastic work c: I especially really liked the chiptunes!
Also, a joke suggestion from my stream chat:
anarchistPastry: you should be able to scale up the treasure chest to give you Keys That Are Too Big and softlock yourself
Play game
Shinmy's Mini Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of Theme | #3 | 4.429 | 4.429 |
Visuals | #8 | 4.486 | 4.486 |
Concept | #11 | 4.200 | 4.200 |
Overall | #12 | 4.029 | 4.029 |
Gameplay | #14 | 3.857 | 3.857 |
Balance (Challenge and Fairness) | #14 | 3.571 | 3.571 |
Story / Writing | #19 | 2.971 | 2.971 |
Audio / Music | #21 | 3.629 | 3.629 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Idunno
Streaming Permission
Comments
This was an excellent take on the scaling theme! The mallet has a lot more use than it seems at a first glance, so I found it fun to puzzle through the dungeon's segments with its ability.
The visual and audio style had a very pleasant retro aesthetic to them, which I also liked a lot. It helped a lot with the simple feel of the game, and gave it a fun level of sincerity.
Overall, it was a fun experience! Well done on this one!
This is one of the most dungeon-crawling of all time. I dig the visual assets.
Pretty fun, I love the style. I had some trouble with the bosses but it was just a matter of learning their patterns. I must say I'm not a fan of the slippery movement; also the resizing results in some inconsistent pixel sizes, and the window scaling makes it so you can move in sub-pixel amounts, which clashes with the otherwise retro spriting. I think that with snappier movements and art made to scale you'd have a much tighter experience, though of course it's pretty good as-is.
Originally I wanted to have actual sprites for the big stuff instead of just resizing them (which I did do for coins and bullets), but that wasn't a priority. If I ever update the game, I'll probably end up doing that.
As for movement, I'm not really sure what's slippery about it. It's clearly an issue since others have brought it up too, but it feels fine to me. Like you can stop exactly where you want to, which you wouldn't be able to do if it was slippery, so I'm not sure. What specific thing about it feels slippery so I know what to change?
I feel like there is a veeery slight delay between when you press a key and when you start moving or ramp up speed, and likewise there is a small delay between when you lift the key and stop moving, or when you suddenly turn from left to right. Does movement have any acceleration, or is it instant? I think it may be compounded by two things: Shinmy not having a walk animation (granted, because she's in her bowl), making it feel like she is sliding; and the subpixel movement when you go fullscreen. I noticed you are using Godot, and there are some settings relating to that last point, but they changed in Godot 4.x so I'm not sure how they work now. I know that in Godot 3 you enabled 'viewport' strech mode, 'keep' aspect, and GPU pixel snap in the project settings, so that your game scaled in a pixel-perfect way when you change the window size.
Very nice concept here but the slippery movement + small player attack range + contact damage makes it very difficult to efficiently navigate without getting hit even when enemy behavior isn’t too complicated.
Leave a comment
Log in with itch.io to leave a comment.