It may be a little scuffed, but it still holds the key to a pretty cool game. I actually don't mind the controls. Moving on a tile based system makes it a bit easier to plan your moves, which as time goes on, would be very helpful when you've lost a lot of the platform. Maybe some of the bosses attacks could damage/remove some tiles? (If he already has one, I didn't see it. He was dead long before). I'm curious to see what comes of the post-jam update
Play game
A Poorly Designed Dungeon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics/Animation | #266 | 2.372 | 3.750 |
| Theme/Limitation | #327 | 1.897 | 3.000 |
| Overall | #343 | 1.708 | 2.700 |
| Fun/Design | #356 | 1.581 | 2.500 |
| Music/Sound | #359 | 1.265 | 2.000 |
| Technical Implementation | #362 | 1.423 | 2.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game apply the limitation (and optionally, the theme)?
You Fight an Aztec Monster, a Quetzalcoatl (boss) in a Crumbling Dungeon (on the edge)
Team Size
Solo (1)
What main engine/tool/language did you use to construct the game?
Unity


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