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Dungeon Twine - 10 Steps Edition's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Game mechanics | #1 | 4.500 | 4.500 |
| Interpretation of the theme | #2 | 4.200 | 4.200 |
| Personal favorite | #2 | 3.600 | 3.600 |
| Use of multimedia | #2 | 4.300 | 4.300 |
| Visual design/UI | #2 | 4.200 | 4.200 |
| Fun to play | #2 | 4.100 | 4.100 |
| Overall | #3 | 3.344 | 3.344 |
| Character(s) | #15 | 1.900 | 1.900 |
| Emotionally impactful | #17 | 1.400 | 1.400 |
| Writing | #19 | 1.900 | 1.900 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Content warnings
PERMADEATH MECHANIC (save is not allowed)
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Comments
I would love to know how you managed this with Twine!
Hi Endelyon! I have to admit that Twine Editor is not the best for this kind of games, it was a lot of copy/paste end edit the code.
The format I used is SugarCube 2, the grid layout was set up in the CSS stylesheet (display: grid;) and each passage was placing the player in the proper Span with Id of the X and Y Coordinates (1x1,1x2,1x3 and so on)...It's actually a bit difficult to explain. The step counter logic (as the door buttons)was all made in the Story Javascript at each rendered passage. I spent so much time on this mechanics that I did not have time to write a better narration. I hope you enjoyed though.
I think it's an achievement to have got so much done in the time!
I'm a writer which is why I use Twine, I can do a bit of html and CSS also. I can sort of begin to see how you could make the game; thanks for the description. I've used tables in a couple of the puzzles in Decahedron, next time I'll try display: grid and see if that works better. Thanks!