Great concept! But if only we could see the number of moves left. And there's some bugs that made me miss? I don't know if I missed or if I clicked in the wrong place.
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Domino Depths's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1 | 4.500 | 4.500 |
Fun | #13 | 3.500 | 3.500 |
Audio | #22 | 3.000 | 3.000 |
Overall | #23 | 3.230 | 3.230 |
Accessibility | #27 | 2.833 | 2.833 |
Controls | #31 | 2.889 | 2.889 |
Graphics | #33 | 3.278 | 3.278 |
Theme | #47 | 2.611 | 2.611 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.4
Wildcards Used
N/A
Game Description
A minimalistic, turn-based, rogue-like game where you fight enemies in ancient ruins generated by random dominoes.
How does your game tie into the theme?
Domino Depths is about the ancient game of dominoes!
Source
N/A
Discord Username
Dave McWave
Participation Level (GWJ Only)
Lost count. Maybe 10?
Comments
I like the concept of the game, it's really unique! I don't think it fits the theme very well, though. The game is fun, but I think it could use some general tweaks. For example, It would feel a lot better if, instead of having to click on the tile underneath an enemy to attack him, you could just click the enemy himself. Also, I wish there was a indicator to tell you how many moves you can make.
Overall, good job!
I like that you included a bit of an intro cutscene, helps set up the context and give it a tone of your voice. It feels like a very original concept, and shows promise. In its present form I didn't click with it, but I can see the amount of thought that has gone into the design of wanting the player to consider their movement in relation to the attack/abilities they can pick up depending on the numbers on the dominoes.
That level intro animation where the pieces all pop up is slick! With all the moving parts working, it shows a solid proof of concept that warrants further game design and balancing. I had an instance where a bunch of sixes were just bunched up around my starting position, so I used that lightning skill repeatedly without worrying about the enemies, it was a novel moment and I felt powerful if not a little overpowered haha - that moment of identifying an area I could exploit was a good one.
Very funny and cool setting, this is a nice idea!
Sadly it was very buggy on my side so I didn't play too long
I really enjoyed this! I first died at depth 5, and I was happy to be able to restart from there. Then in depth 6 I got lucky with the placement of the numbers and got ground over and over to defeat each enemy. I liked the lightning attack the most :)
Very original idea, I liked it. Made it to depth 5 and was eventually trapped in the corner where I couldn't move and was just beaten down. With some more elements and varying enemy strategies this could be a bigger game.. curious to see what you do with it. 👍
What a neat concept!
I sometimes struggled to click the right thing, but that didn't stop my enjoyment once I got going.
I will definitely be playing this again when I am less tired post jam. Good work!
Really nice for a jam game. Unique idea. Main points of feedback I have:
- Something to delineate enemy health better, all enemies being the same color but having widely varying health can be confusing
- Not sure if it's a bug but there were definitely turns where enemies just didn't do anything and then it was back to being my turn
- sometimes hard to click on the tile when enemy is standing in the way, clicking on the enemy should also result in an attack
- Needs something to increase the strategy. 'Currently way too easy to stay by one or two numbers that give you attacks and wait for enemies to come to you. Could implement enemies who stay put but have ranged attacks so players have to actually traverse the board. Or could make dominoes inactive for a certain number of turns after they have been walked on so players can't just stay in the same area
#1 - Definitely! Originally, I wanted the same health on every enemy. But making them have varying health amounts made it nice to strategize which enemy to defeat first. I think I'll have to make this better.
#2 - 100% a bug that I was too tired to fix (LOL)
#3 - Yeah... I had collision masks working at the beginning of the game where this isn't an issue. It's where you go to every level afterwards.
#4 - Omg I had the same idea for "inactive dominoes". But it was hard for me to figure out how to visually represent those so I took it out. I had a lock on them with a countdown timer from 3. Basically, you could receive the # value from a tile unless you stepped on 3 other tiles first.
Thank you for the awesome feedback BroReNata.
Entertaining and functional, and gives a good idea about the concept. Just a good game jam entry in every aspect.
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