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A jam submission

Balanced DungeonView game page

Balance a dungeon's mobs, literally
Submitted by thebirderer — 3 hours, 43 minutes before the deadline
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Balanced Dungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Theme interpretation#304.1284.128
Audio#513.6413.641
Innovation#513.6673.667
Graphics#524.0514.051
Overall#813.5903.590
Gameplay#1233.3083.308

Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/masmaster123/GitHubFallGameJam

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Comments

Viewing comments 37 to 21 of 37 · Next page · Last page
Submitted

Maybe, it is a bit hard, but it is a good game.
Plus the music is cool.

Submitted(+1)

I loved pixel art and music. The balancing mechanic is quite interesting and I liked how you introduced new challenges at every single level. The dialogue is great at explaining the game's concepts. I didn't feel stuck at any point.

But I had some technical issues. The game stopped responding in the middle of level 7. So I didn't see the ending. Still, I'm glad I played it.

Great job! Good luck with your future projects!

Submitted(+1)

Really cool game! Very funny dialogues and it is pretty challenging, good job!

Submitted

Nice!  The graphics are great, especially considering the timeline.  I would probably pull back the deluge of goblins on one side, that started to make it mostly about clicking accuracy/speed, and I think the strategy piece with different weights and such could get upstaged, but I love the design.  Theme is right in there too, no need to "interpret" it =D.

Submitted(+1)

The writing was great, and the dialogue sequences were really the high point for me :D

In order to balance the scales I just threw all the monsters in the pit, so I think the adventurers would have an easy time in my dungeons ;) It felt a little bit too easy, like I should have been rewarded for keeping monsters alive somehow

The game froze on the 3rd dungeon, so I could not get past that

All that said, I really liked the setting and the characters. I think the setup for each level was really well done (the fact that you get to Mage Hand the new monster) before the level begins.

Developer

Nerts! I thought I fixed it. Did it freeze at the very start or was it a the end or did it happen randomly? Can you recall what was happening at the time?

Submitted

Yeah, I think it was on the 3rd or 4th “wave”, because I’d thrown a few goblins and ogres(?) into the abyss.

The scales were completely clear when the next wave arrived, which was ~two skeletons. Both crumbled on one of the scales and then it froze.

I’d think it was related to the skeletons being in that state, but maybe you are getting hunches?

Submitted(+1)

Excellent game! Lots of polish. I completed it in about 17 minutes.

Submitted(+1)

Great game, I really appreciate that you kept the game simple but leaned into what elements you could draw from it. The art style was PERFECT, and good writing in the dialogue. The gameplay was surprisingly difficult in later levels, I think if anything that a small improvement could be to have some way to see what new weights are about to come, similar to Tetris. I often felt caught off guard and with no possible time to fix the scale, so progressing often meant losing enough times to just memorize the drop patterns. Great title though, well done!

Submitted(+1)

A solid little game. I like that different monsters had different effect on the scale, it adds a lot of potential to the game. Good job !

Submitted(+1)

Very funny idea! It could be improved by adding more variety with the types of little guys. Also, I had some difficulty as the play area exceeded my screen in both the browser version and full screen. Other than that, good job :)

Submitted(+1)

I think this game is SO CLOSE to being SO GOOD. The art and concept are both fantastic, but the only issue I had was actually controlling the little dudes. Sometimes like 6 would drop at once, so I would quickly try to grab and move them, but it felt really inconsistent if they would be thrown or placed. I think having to manage the scales is a great idea, but I think some other gameplay element should be added and managed instead of  focusing all of the difficulty into just dropping a ton of little dudes all at once on one of the platforms. Really great idea!

Submitted(+1)

Very nice entry. Beautiful art and sound design. The interpretation of the theme is really clever, the game concept felt so fresh. I've also enjoyed the intro dialogue, which serves as a tutorial but also shows you the game's context.

Congratulations, you've nailed it!

Submitted(+1)

the art is super cool!

Submitted(+1)

Very interesting and unique idea. Might be cool to see a full game later on. Currently, I found the interaction with the minions a bit janky. Sometimes they would launch over the screen, sometimes not. The art and sounds are amazing in my opinion. Great Job!

Other than that, I see other people have already pointed out some things.

Submitted (1 edit) (+2)

This concept is great, was really hooked on how unique it was! Simple to understand but super engaging. The art and palette were on point and pleasant to look at - same with audio, the chiptune track felt right at home. Characters and dialogue had a lot of flavor as well.

As some others have indicated, I think it would be cool to get some sort of heads up to what enemies might be dropping in next - maybe something like Tetris where you get a preview of what the next shape will be? Just felt like there were a few scenarios where several things would drop suddenly, which makes kicking stuff to the other side a bit frantic.

Great job on this, was a lot of fun!

Developer

Thanks for playing! Do you think it would be better with an upcoming window in the middle and an indicator of which side they will drop or two small ones that are on the edges of the room displaying the drops for that side?

Submitted(+1)

Could work, yes. It might be a bit too much information though. When having the complete information, the player will be able to prepare everything before the drop and it might not be so enjoyable (there would be no surprise, nothing to react to).

I was personally thinking about some indicator on top of the screen where exactly something will enter the screen. It would appear only a few moments before the minions drop. Then you’ll do some playtesting and if it is still not enough, you can play with the timing, or even add different indicators for various minions.

I was trying to find some examples. There are several games (side scrollers or similar genres) that utilize something like this. It is there to prepare the player to react to something that will enter the scene momentarily. The only example I could find from the top of my head was Jetpack Joyride: jetpack.jpg There are exclamation marks in the locations where a projectile is about to enter the scene.

Developer

Exclamation Marks would be a great way to warn the player without giving away too much information! Perhaps I could have three different versions signifying small to great danger. This way I can still prepare the player without fully revealing my hand and maintaining a bit of panic and tension. I do plan on updating and hopefully releasing an android version after the jam ends. Thanks for the feedback, it means a lot! :)  

Submitted(+1)

Visuals are so good! Nice pixel art :D
The skeleton was my fav "weight", loved the concept and how it was implemented
Was nice and a bit challenging! Nice game n.n

Submitted(+1)

The graphics ARE so good! And the audio! Nice work!

Submitted

Nice game, yes it did have some issues as stated by others. Really did dig the sound and graphics.

Viewing comments 37 to 21 of 37 · Next page · Last page