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This Is Not A Dungeon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #359 | 3.525 | 3.525 |
| Overall | #374 | 3.384 | 3.384 |
| Fun | #376 | 3.220 | 3.220 |
| Creativity | #396 | 3.407 | 3.407 |
Ranked from 59 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Preferred Name
Paper Kite
Newbie?
Newbie
Yes - I'm new to game jams!
How does your game fit the theme?
I just retired and Im starting my rest days , but these heroes keep breaking my stuff
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Comments
I remember seeing this one in the Discord a lot, I already rated this, but I'd love to have your rating of my entry!
nice game well done very impressive first jam i m a first timer too
if u can rate my game too:)
That was a really well done and fun game! What stood out to me the most was the visuals, there were so many unique enemies and raiders (both sprites and attacks), it was very impressive especially considering this was a game jam, and also your first game jam! The gameplay is also entertaining, I love games that flip the script and make you control the enemies (or in this case, you're the good guys because people are breaking into your home I guess haha). But overall, great work!
Really liked the mechanics, the artstyle. In some rooms where enemies come from bottom the UI is blocking the view. Would try out the full game
Nice concept lmao, the art looks good as well. Ill definetily go play some more later
Meanwhile go play my game if you want, would love to hear your opinion on it
Cool concept and nice game! Also, congrats on your first jam!
Cool game but I don't see the connection to the theme. Overall good game with some great visuals!
I loved controlling the monsters for a change, I felt like in that minigame in PvZ where you control the zombies. Good job!
Great fun, and the pixelart is extremely impressive! That's wild that you finished so many fully animated unique units in such a short time! I absolutely adore the squid wizards~!
However it's a little confusing when you can't tell what a unit's attack range and weaknesses are before you summon it. I also found that enemies seem to glitch out when moving between rooms. I kept losing cos the red knights would just camp out in the hallway between room 1 and 2, and my ranged dudes didn't seem to be able to hit them even if they were right next to them. I also couldn't hit them with magic because I couldn't select underneath the interface box.
Overall, a really promising start and I'm excited to see where you'll go from here! - Bonnford
Thank you so much! I'm really glad you had fun with it 🥹 — and yes, the pixel art is incredible, but full credit goes to Pixel Frog for the sprites! I just tried not to mess them up too much 😅
Totally agree with the feedback — the lack of unit info before summoning and the hallway glitch are both top priorities to fix. I’ll also look into the UI blocking magic targeting; that’s super helpful to know.
Really appreciate you playing and taking the time to share this 💜
No problem, I'm happy to help! I'll definitely check out this artist's other pixelart now, that's awesome! - Bonnford
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
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
Fun little game, with some more abilities both for the player and defenders I could see it being a good full game. I could use more information, like the reach of the defenders, their HP, and their strength. It doesn't have to be a stat screen, but the areas could show when you are placing the defenders, a health bar when you are playing so I can see how much damage they take every hit. Then with some experimentation I could sus out what the ranges and damages are.
Im a bit sad that the game does not not have more content. I really enjoyed the idea of building a defense line, experimenting with the units. Great animation and concept!
Super cute and fun. I did experience bugs where I couldn't place troops sometimes even when I had the money and the pathing on the "heroes" led to areas of the dung- I mean home to be sort of dead spots for troop placement