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Cravebound: Dungeon Escape's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #2 | 4.000 | 4.000 |
Visuals | #2 | 4.182 | 4.182 |
Audio | #3 | 3.909 | 3.909 |
How do you rate the game overall (you can consider fun, dev time, etc.)? | #6 | 3.727 | 3.727 |
How well does the game fit the themes? | #15 | 3.455 | 3.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
8 hours
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Comments
Wow, fantastic, and it´s a great job for an 8h game!! Needs more polishing, but it´s a very interesting mechanic to explore. Audio part is also interesting (intensity changes on repairs, music…).
Great job!!
Thanks for playing and leaving feedback! Glad you picked up on the repair audio, I really wanted to signal to players that the cravings were reducing their efficiency!
I’d like to work on it a bit more once the jam-judging ends, for me the main addition (besides difficulty choices) is to add an active component to the repair mechanic - currently a good chunk of the game is the player sat in the centre of the map with no need to press any buttons/keys, needs to be made engaging somehow!
Great game! I love the art and the difficulty is just right for my preferences: really hard the first time but not so much that it seems impossible so you can keep trying
Won at my 3rd attempt (I was a bit lucky that cyclopes didn't show up that often, maybe they're a bit too healthy)
Thanks for playing, and for the feedback! After the jam is over I want to implement a weighted probability system for ‘craving’ assignments (I.e. Cyclopes get assigned less often than bats) as currently it’s all equal levels of random assignment!
Glad you beat the game despite the high health - they used to have 4, crabs had 3 and rats had 2! Decided just before uploading to change that, was far too hard!
Very interesting and cool game. At first it was to difficult, I just kept killing monsters and not fixing the cart. But eventually I got it :D
Thanks for playing and leaving feedback - glad to hear that the mechanics clicked for you, I was a little worried players might not get it without more of a tutorial present in the game!
Great game mechanic.
I found balancing the priority between fixing the cart and killing the monsters, especially which monsters to kill, very fun. It is balanced for me as well since most of my games are decided at the last 20 seconds.
Thanks for playing (and apparently multiple times at that)! Glad you were able to beat it, from the other feedback I was getting I was terrified I made it nigh unbeatable
funny game
Thanks for playing!
This one really kicked my ass. I was never able to figure out the balance between getting the cravings down and repairing the cart. I felt like the new cravings came on just a little bit too quickly, but that could just be me. Great job either way, and a very clever idea.
Thanks for playing and for the feedback! Balance is always something I struggle with and in this case I actually kneecapped the difficulty as it was much harder pre-upload (higher goal, faster cravings and some enemies having more hitpoints). As the developer, I tend to get too used to the difficulty too quickly and then settling on something that is "challenging but fair" is difficult to achieve.
If you fancy having another go, my recommendation is to stay in the centre/repair area as much as possible, as inefficient progress to the goal is still progress! Jump out quickly when you have a clump of the same or neighbouring cravings to quickly get rid of!