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Dungeon Dweller's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #4 | 3.333 | 3.333 |
Completeness | #27 | 3.333 | 3.333 |
Aesthetics | #30 | 3.333 | 3.333 |
Roguelikeness | #39 | 3.333 | 3.333 |
Overall | #57 | 3.111 | 3.111 |
Fun | #58 | 2.667 | 2.667 |
Innovation | #62 | 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.
completeness - 3 / Aesthetics - 4 / Fun - 3 / Innovative - 3 / Scope - 4 / Roguelike - 4. Overall this was an excellent submission. Had a great time, and loved the visuals / UX. Would definitely urge the developer to keep tinkering on this one - I'm already imagining some sound and music. Definitely an ambitious effort to create over the 7 day span, and I'd definitely agree that it is a "success". Was just brainstorming that since this is a "reverse" scenario (like a dungeon keeper), maybe there shouldn't be a fog of war since you (as the monster) would already "know" the layout. Unless of course, the idea is that you're chasing after the greedy heroes in unfamiliar (to you) dungeons...
There is some imbalance here. Any race which can't wear equipment will not be able to give or take much damage, which sucks if you wanted to play those races. The vampires health regeneration ability puts him way above anything else you can become. Your vampire can easily survive long enough become fully equipped and after a few speed potions can permanently cast over 5 fireballs before each enemy turn, each fireball doing 5 damage. If he takes any damage at all he'll quickly heal back to full. I wasn't deliberately trying to break the game, the mechanics naturally brought me to this character build.
There isn't much variety in tactics since nearly all enemies just fall into the basic melee or ranged categories, it feels like all spells are the same, and all the melee races rarely live long enough for me to learn how to use them. Clearing levels can become repetitive, usually ending with a tedious task of hunting down that one last guy hidden in the level.
I started slightly confused, but once I'd realised I was playing the enemies, I fell in love. Excellent reversal of the dungeoneering trope, playing as the monsters against the adventurers. Good style, needs some music to round it off, maybe as well a proximity indicator for nearness of adventurers as I got lost and bored hunting them down after a while on some levels.
Successful or Incomplete?
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Comments
completeness - 3 / Aesthetics - 4 / Fun - 3 / Innovative - 3 / Scope - 4 / Roguelike - 4. Overall this was an excellent submission. Had a great time, and loved the visuals / UX. Would definitely urge the developer to keep tinkering on this one - I'm already imagining some sound and music. Definitely an ambitious effort to create over the 7 day span, and I'd definitely agree that it is a "success". Was just brainstorming that since this is a "reverse" scenario (like a dungeon keeper), maybe there shouldn't be a fog of war since you (as the monster) would already "know" the layout. Unless of course, the idea is that you're chasing after the greedy heroes in unfamiliar (to you) dungeons...