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A jam submission

Dungeons of BonkView game page

A Roguelike where you throw yourself.
Submitted by Pharaoh439 — 2 days, 8 hours before the deadline
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Dungeons of Bonk's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#24.0004.000
Innovation#103.6673.667
Scope#153.3333.333
Completeness#253.6673.667
Fun#303.3333.333
Traditional Roguelikeness#1372.6672.667

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.

  • It was a well made project, and I didn't find any technical issues with the game, I couldn't complete the game because I found it to be a bit difficult, but not to punishing, this was due mostly to the movement; I didn't really feel I had much control over my character. Aside from this one issue I have with balance I'd say you have a fairly complete game. I really like the simple pixel art graphics, the game was very pleasing to look at, there weren't any inconsistencies in the art and the simple UI fit in well with the general aesthetic of the game. I found the game to be pretty fun to play but again the difficulty really detracted from this, I'm not sure why I struggled to get used to the controls but I just couldn't fully understand it, and my enjoyment of the game suffered for this. I can't say I've seen any roguelikes with launch based movement, was pretty new to me and very interesting. The game is well designed, and is decent for something made in seven days, seems like a finished idea, and an idea I would like to see expanded. Not too much like a roguelike in my eyes, although having certain features I would consider to be very much like a roguelike, it lacks many more. seems more like a casual arcade game.
  • Completeness: Fully implemented and found no bugs. Aesthetics: The art is great, the movement looks really smooth and funny, and the soundtrack is very charming. Excellent overall. Fun: It's very fun for the first few minutes, but the time taken in resolving turns means prolonged play feels like waiting around a lot. I had a lot of fun but near the end it started to wear. The enemy variety is limited as well, though it is a 7DRL. Innovation: The "settling" mechanic is a really good way of resolving the difference between physics-based and grid-based movement, and the physics-based movement is rarer than grid-based in general. This is a great prototype! Scope: Entirely reasonable. Traditional Roguelikeness: Yep that's a Roguelike.
  • Roguelike pinball. This game is beautiful, way nicer looking than you expect to get from a 7DRL. The gameplay is polished and fun. The only gripe is that it skirts the line of being a roguelike, way more into the roguelite spectrum, if not just an arcade, action game.

Successful or Incomplete?
Success

Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yes

Do you consciously consider your game a roguelike/roguelite? (If not, please don't submit your game)
Yes

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Comments

Submitted(+1)

Wonderful game! The 'settling' step is a great solution for physics-based roguelikes.


Having to settle on the exit tile is a nice touch. Feels like sinking a golf putt :)

I didn't see much point in the enemies telegraphing their moves the turn ahead.... until I started missing shots into narrow spaces! Almost seems like they're acting as a punishment for messing up rather than a proactive element on the map?

Really enjoyable though, and those menus are luxurious for a 7drl :D

(+1)

I like this game. The idea is silly (in a good way) and presents an interesting challenge. Also the art is really polished.

(+3)

this is a good game hop to see more entrys