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Dungeons & Disks's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #4 | 3.667 | 3.667 |
Fun | #11 | 3.333 | 3.333 |
Scope | #26 | 3.000 | 3.000 |
Overall | #50 | 3.111 | 3.111 |
Aesthetics | #50 | 3.000 | 3.000 |
Roguelikeness | #64 | 3.000 | 3.000 |
Completeness | #73 | 2.667 | 2.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
This entry is definitely innovative! For another analogy, it's like HearthStone and Curling had a baby. While the entire game loop was pretty much in place (awesome), it just felt like one or two touches were within reach but just perhaps fell away from implementation - likely due to time I'd guess (totally understandable).
I would definitely encourage the developer to try and keep adding to this experience. As for a few humble suggestions: I'd consider adding a "pass" option. Also perhaps the ability for the assassin to hide / stealth -- I tried using mine to flank the enemy team and realized quickly that an exposed assassin is a pretty dead one. Once the number of enemy circles gets to a certain size, there's almost no hope for your 3 person squad, so maybe some way to balance out the battle a little more (?). Perhaps on a Warrior charge, it creates an over-exaggerated knockback to the target to push them far away.
I do appreciate that there were some sound effects and music - good little touches that added to the session.
Terrific entry and thanks for submitting it!
Enjoyed the music. Took me a while to figure out how traits and actions work, but good fun once I got the hang of it. Like that ricocheting causes extra hits on enemies. The traits system offers a lot of possible tactics, differing parties and builds, and the enemies are well varied. Good game, lots of potential, will come back to this.
The physics is hard to predict reliably, possibility due to the elastically of the disks, and the combat does not leave room for failure. Whiffing a special ability is worse than inaction and can leave you in an unwinnable fight.
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