I love the concept, and the animations + main gameplay loop are super well implemented, however I wish there was a way to know how each unit worked, I mean you could get the idea throught experimentation, but I feel like it would be better if you knew this unit is meele, this one ranged, and this one is the tank just from one quick glance… But overall I really enjoyed the game, the difficulty goes up very smoothy, and the music fits suprisingly well :) Honestly this is amazing work for a 1st jam… If you’d like to keep working onto the game maybe add a bit variety to each room, as they all looked the same and it didn’t matter much where each unit was, like maybe a tower for ranged units, cobwebs to slow enemies down so melee attackers have a chance to attack them, I would love to see more uses of the enviroment inside the “not” dungeon
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Thank you so much for the thoughtful feedback! 🙏 I’m really glad the pacing and core gameplay landed well — I tried to keep it simple but satisfying. You're absolutely right about unit readability; making it clearer who's melee, ranged, or tank at a glance is something I’ll improve for the next version.
Also love the suggestions around room variety — towers, cobwebs, terrain changes — all great ideas that I’d love to experiment with 👀
Quick shoutout: all the sprite work, including the kobold, is by the amazing Pixel Frog! I owe them a lot for making the game feel so alive.
Thanks again for playing and for the super helpful feedback