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Double Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #59 | 2.858 | 3.500 |
Fun | #67 | 2.449 | 3.000 |
Scope | #73 | 2.449 | 3.000 |
Overall | #76 | 2.381 | 2.917 |
Completeness | #79 | 2.449 | 3.000 |
Aesthetics | #82 | 2.449 | 3.000 |
Roguelikeness | #118 | 1.633 | 2.000 |
Ranked from 2 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.
Pretty novel idea combining Roguelikes and matching pairs game, and Double Dungeon does a good job showcasing this concept. The graphics are cute and the controls intuitive. The difficulty is perfect for a 7DRL, especially since you could adjust the difficulty by adjusting variety, or adjusting health of the monsters.
There are some minor bugs with which tiles have been "explored." There were several times when the tiles went grey, but they still had the indicator and could still be pressed. When pressing the game tries to match and fails.
I would love to see this expanded and fleshed out more - there are a ton of possibilities with this idea. Nice!
A nice take on Memory, and actually quite engaging. A little bit limited as a game, though - the field is small enough that I didn't make many mistakes, and when I had trouble, it was simply because I had the bad luck to click on a lot of monsters in a row and never finding their pairs. I was too busy keeping cards in my head to properly figure out how the game mechanics actually worked, but the impression I got was that they were tuned to be pretty easy (maybe to avoid frustrating deaths from bad luck?).
I enjoyed the choice of music on the title screen. Then once I got into gameplay, I soon found myself appreciating the option to mute the music just as much. The game's generally very readable and easy to get into instantly, even if the misspellings on the character selection screen were not a promising introduction.
The concept is maybe a bit too far from the roguelike world to fit in the 7DRL contest, but at least the dungeon-crawling aesthetics feel familiar. And in a way, the mechanic of being able to only pick cards next to what you've already explored feels spatial in a roguelikish way, even if it's a bit inconsequential in actual gameplay.
Successful or Incomplete?
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Comments
I am like this card game. Very ineresting gameplay and realisation.
Thank you!