Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Darkwild DungeonsView game page

Submitted by philbgarner — 1 day, 3 hours before the deadline
Add to collection

Play game

Darkwild Dungeons's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#114.3334.333
Polish#713.3333.333
Innovation#803.0003.000

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike?

Yes

Turn-based

Yes

Meta-Progression

Yes

Roguelike Elements
The overworld and dungeons are procedurally generated, and the inventories available for purchase at the start and from merchants is random also. It's deterministic based on the seed, and there's a reward for having a good run that you can spend to get a better start on your next run.

Screenshots

Yes

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted (2 edits) (+1)

wow, quite a lot of systems to explore for a 7drl! impressive job! the big standout to me was the top-notch ui/aesthetics in general. mouse controls looked and felt amazing, which is a lot to say for these types of games (although i noticed i could not push the boulder with the mouse). i did really enjoy the dynamic puzzles too, even though they were quite simple it just really opens up in my mind a realm of possibilities of adventure mechanics which could be incorporated more in traditional RLs. i have not yet beat it, but hope to come back to this and complete it.

Submitted(+1)

sshot 1 sshot 2

Just like last year, your entry has juicy combat that makes smacking things to death really satisfying. The flavor text and theming for the dungeons is fun and classically themed. There’s definitely a few bugs- I was able to sell items without them leaving inventory, and “equip” items for a permanent stat boost glitch.

Some stuff that stood out to me: overworld, the click to navigate, shaders/glowy effects on stuff, the damage types + enemy resistances + quick switch inventory - all felt polished, balanced, and interesting.

Some wishes: keyboard controls to use the menus, right-click to tooltip, move the levelup menu so I don’t accidentally click a random upgrade while in a crowded room.

Quite an excellent week’s work

Submitted(+1)

Hey this was fun!  I loved the loot and the design.

Some thoughts for you as you update
- I was a little confused about how to actually enter the castles.  I think it might be helpful to have a pop-up to click on
- I was less precise with the mouse.  I liked the easy, but the constant clicking was starting to give my finger fatigue.  I kind of wanted something in between the mouse movement and the wasd.  I'm not sure how that might be accomplished, but hopping into a room where a mob was already attacking was tough.
- I took a power potion, and it disappeared but I didn't note any affect.  Wondering if that was just me not seeing the callout in the text scroll.
- the front menu for hall of the fallen was jumbled visually

Developer

Thanks for playing!  Appreciate the notes, I'll make sure to fix those issues when I update.

I was considering an 'autoexplore' option where you just press A (like Caves of Qud) but ran out of time, I can give that a go also in the bugfixes patch.