Oh wow, thank you! I'm super happy to see that people ranked fun so high, thats such an elusive goal to achieve! I really liked this format of 14 days, I had so much more time to playtest and iterate!
PTrefall
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Haha thanks! I really tried to live up to the juice in the name, and sfx was a big part of that. I'm really glad you like it! Originally I had a lot more reverb close to the chasm, but the constraints of the web player version just couldn't handle it performance wise, so i had to tune it down. Please let me know if you find anything you think could be improved! I'm working on a save/load system for the next version.
Thank you so much for taking the time to make an hour long video of my entry, thats simply amazing value for me as a creator! Your scoring is well founded and I appreciate all of it, and thank you for your honesty, this is exactly the kind of input I needed now to take the next steps of improving the game further!
Size of the level is a huge one that had not occurred to me yet, but it makes absolute sense. You default to auto-exploring after a while because its so big per level, and it killed the flow for you I think, just backtracking to the shrine was difficult.
And clearly I missed on the difficulty, its too hard, specially for a jam game, as its standing in the way for you to experience everything the game has to offer. I did tune difficulty a lot (and you had a better experience in the new version than in the jam version), but it was still a bit too hard.
I was like "YES!" when you survived the deep dwarves and the troll on the first try, then "D'OH!" when you walked straight into the poison cloud 😆
Some things you didn't get to see:
- river currents dragging you down waterfalls, forcing level changes.
- pushing monsters into chasms
- frost freezing water tiles
- procedural puzzle rooms with zelda like solutions, like shoot a special tile through a gate to open the gate, light braziers, electricute machines by zapping water that connects them, pull levers, rolling boulders and more
- boss battles with dark souls like mechanics and ai
- Lunging weapons
- And more
I never saw someone play at that resolution, so sorry for the log not wrapping to the next line or hud elements overlapping. At least the text size made it easy to read watching your video on mobile!
Finally, you're absolutely right on the aesthetics working against readability a bit, specially in lairs/vaults/treasure rooms you saw. I will fix those.
Again this was extremely valuable to watch, and I'm yet again thankful for you putting in the time to cover it so thoroughly!
This has such a cool look and vibe, but I need to spend more careful time with it to properly understand the mechanics. I don't quite understand yet when my upgrades results in the machine just falling apart and destroys itself over a few turns, I guess it's me adding more systems/modules onto it that can't possibly be supported by the resources I have available, but I'm not quite grasping exactly how those things work together yet. I really like the idea and direction, the multi-tile look for both the machines and the walls is a really cool vibe, and the music absolutely enhances it tremendously!
https://ptrefall.itch.io/dungeon-juice
Wow, I had not expected how much an extra week over the 7DRL formula would count toward time for polish and iteration on mechanics! That was huge for me during this challenge. I hope you enjoy my entry into this fantastic event!
Hey, thank you for the amazing feedback! I originally had a lot of ideas for this thing, but the core was always "play it as a roguelike, but grow through multiple characters without managing multiple characters directly". Maybe the up and coming "He is Coming" has some of the same DNA as this game, but without the "party" aspect, so I guess we're in the roguelike auto-battler genre here. Feel free to connect on discord if you'd like: ptrefall#6982
Thank you for playing and your honest feedback! Right now the game can spawn with a lot of different combinations of rooms, and sometimes it spawns a room with a trapped Troll. I simply havent had the time to tweak it.
A lot of the foundation is here to do a lot more advanced collaboration between kobolds, and special behavior in each room, but again I ran out of time before I could realize it fully in the game. So this is why that first bridge rooms feels better than the rest, and I think it is left up to random chance whether you get a good experience out of the dungeon oe not right now due to bad balancing.
I'll spend some more time on balance and tweaks to hopefully increase the chance of a better experience. Aiming for Tucker's Kobolds and Jeff's Smart Kobold sets a high bar!
Thanks NorthStateGames! Now let's see if I can find enough time to execute on the premise!
First day is in the books. Weekends are particularly busy these days, so didn't get much done.
- Aria character is in
- Idle animations are set up
- Sword front and back with sprite order sorting based on direction is in
- Eye blinking (the bare essentials!)














