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A jam submission

A Dungeon's RevengeView game page

Why playing the rouge hero, when you can be the dungeon??
Submitted by eisclimber (@eisclimber) — 13 hours, 7 minutes before the deadline
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A Dungeon's Revenge's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#5682.7112.875
Presentation#5742.7112.875
Overall#6282.4752.625
Gameplay#6732.0032.125

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What do you like about your game?
Did my first svg art and it did turn out quite okay

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Comments

Submitted(+1)

The premise is good and the art's very solid (everything reads well and the styles is very consistent -- this art is super impressive for your first time doing SVG stuff!), but I also feel like the design was a bit lacking. I think this could work well as a puzzle game with levels designed around manipulating the hero into taking certain actions. E.g. if the ghost always makes him turn around, you can control his path a bit more, or if when he gets armor he becomes overconfident about his abilities you can bait him into a fight with a high level enemy. I'm a huge fan of deckbuilders and I don't remember seeing one that mixes deck building with tower-defense, so this could be a really novel idea!

Submitted(+1)

Very Dungeon Keeper like, pretty cool

Submitted(+1)

I will have to agree with DungeonMartain

DungeonMartian
There's definitely some fun ideas in here, but I don't think this is the best version of the game. I misread the instructions initially, and it took 28 floors to actually get the adventurer up to 10 armour. Then, when I retried, I killed him on floor 3. I think you've got a strong concept, but something needs to be revised from a design perspective. Keep working on this! I want to see where it goes!

I feel like this game was intended for CO-OP I think 2 players take turns to place good and bad cards but I'm not 100% sure, the design is kinder messy didn't understand what to do, I just kept killing the guy, and moving on but then I would survive so not 100% sure what was going on.

Developer(+1)

I initially planned on a more involved way of placing the cards in real rooms and not just placing one card per room. That was sadly way out of scope and so I settled on that (messy) approach. After thinking about it, I agree that COOP may work wonderfull with the current implementation.
Anyhow, thank you so much for the honest feedback and of course playing!:)

Submitted(+1)

All good bro loved the game either way :D

Submitted(+2)

The guy goes wherever he wants. i kinda want to smack him sometimes.

Developer

I feel you. I Wish I came up with a better solution, but this was the quickest and easiest one to implement. FYI: He randomly picks one of the rooms he has discovered but not visited. 

Submitted(+1)

There's definitely some fun ideas in here, but I don't think this is the best version of the game. I misread the instructions initially, and it took 28 floors to actually get the adventurer up to 10 armour. Then, when I retried, I killed him on floor 3. I think you've got a strong concept, but something needs to be revised from a design perspective. Keep working on this! I want to see where it goes!