I'll open with: I'm a bit bad at dungeon crawlers. I started at the water dungeon and died rather quickly as I was swinging my sword and thought maybe the game was broken! After a few minutes though, I managed to find the bomb belt and from there was able to figure it out. That's always a hard aspect in my opinion, trying not to spoon feed every mechanic or detail to the player, but sometimes things just aren't easy to grasp without a tutorial. I also tried the undead room and immediately fell to my demise. I tried the dungeon on the right but my lack of skill was prevalent.
Overall, I really want to call out the art style, animations, and visuals. It's a very visually pleasing game, and I felt like everything read clearly and stood out to me, even when certain aspects were simpler in nature. The only critique that comes to mind is that while the game opens with "spinning" for which dungeon, and there is the spinning attack, I feel the Game Jam theme could have been more emphasized or involved in the game play. As its own stand-alone title though, I think there's a great premise here.
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Thanks for playing and the feedback, especially if this is not your style of game.
We did try to make each dungeon distinct with different challenges to solve. Adding that bit of needing to figure things out was one of the ways we did that, though can agree that it may not be overly obvious if you are focused on finding the solution in the room. The undead was the hardest combat room. The goblin dungeon had some tough enemies, but there were some tricks to get past the tougher ones, such as where you attack from or what tool to use. The top dungeon had a lot more focus on traps.
For the theme, we were thinking about adding more spinning rooms, so that as you traveled through your path forward would be decided by rooms like the start, but we did not have time to implement them well, so had to skip it.