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A jam submission

Gods of the Arena Dungeon DEMOView game page

Fast-paced Class-based PvPvE Twin-Stick Arena Dungeons
Submitted by GasGod — 2 days, 15 hours before the deadline
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Gods of the Arena Dungeon DEMO's itch.io page

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Comments

(2 edits) (+1)

I kind of like it, but it's a bit infuriating.

I select defaults and go in solo. There are too many choices at first, how am I supposed to know any one of the 20+ options is a good first pick? It's kind of fun, I have played RotMG so it's quite familiar. But then it becomes overbearing since things keep spawning and I can't take the time to look at the UI or anything else. Equipment in particular was annoying to manage. I would much rather have started in a safe location to get my bearings.

I did a Christmas Box event thing, while I was standing still to open it an enemy spawned on me lol(I think it was a slime). I killed the event, and instead of having a short reprieve to see what I got, instead 3x more enemies and NPCs showed up, and honestly I got so fed up I just stopped playing due to the over abundance of stimuli. I might play again later, and customize it to be baby mode so I can understand what's going on.

All that to say: the beginner experience is pain and I wish there was a tutorial mode or something.

*couple hour break*

Okay so I played a couple more runs, and I think I get it now.  Fun, though I imagine it would be better with real players.  The bosses were pretty good for the most part, though it annoyed me how towards the end it seems the lowlife enemies don't drop hp/mp anymore. That reminds me, I thought that the rate in which item drops despawned was a bit high, if you take too long(~15-20s) to pick up a drop it will disappear, sometimes. It seems that depawning is done in batches, because a group of items will disappear, while others don't.

The classes seem to have a good variety in both gameplay and theme, I quite like the Notesman and how the shots bend with the cursor. Interesting choice to have to pivot class on ascension, encourages more interplay I would think.

So yeah, I'll probably play this some more if I feel like it. Keep up the good work.

(2 edits) (+1)

Very nice game. Shame I could only play it solo.

Some of the timers felt too long, I think these types of game want to be as streamlined as possible. 

"Highest score wins"(I think that's how it works?) is a lame victory condition.

Item management is a mess. Not sure how to fix. 

Definitely could see myself actually playing this 

Submitted(+1)

I've played your game in older DDs and I've always been a big fan, and especially with the new art it's pretty great. But I don't think I've ever given feedback except live during the streams, so I played it again and here's a nitpicky list of the things that I think could be improved.

- I don't like how the page turns fullscreen by itself Browser fullscreen is so janky, it makes the game flicker and readjust. Also, if I exit fullscreen and reenter it with f11, it goes into a "wrong" fullscreen mode with white bars around the game window. Both in this wrong fullscreen mode and when not using fullscreen at all, the game is not scaled correctly, which makes some of the text pretty hard to read.
Also, the browser caps the game at a low fps, I think, I'm pretty sure it would feel much better as a native game.
Because of all of this I think it would be a better impression overall if you treated the web version as just a demo, and had a big direct link to the native version of all times. It's just not worth it dealing with all of Chrome's crap in my opinion.

- I think the pixel rendering is off somehow, it feels that they jitter a bit too much when they move. Here's a video of me slowly scrolling past a sprite: https://files.catbox.moe/59r7fx.mp4
The full-resolution sprites like the trees don't have this, and if the pixel sprites were imported into the game already upscaled they should behave the same way as the trees.

- the ground tiles are nice for readability, but they are a bit bland, now that you have an artist maybe he could figure out some nicer backgrounds that are still readable.

- as a Notesman main, I wish that Mana Jam costed zero mana, so I don't get stuck at zero mana unable to use it to regenerate. I know this is a skill issue, but I want to play this game with my brain off.

- I think the item system could become more interesting with just a few changes. If I could drop items by dragging them on the ground, I could make more interesting choices about what I'm building rather than spamming E and hoping it's an upgrade compared to the one that gets switched at random. Also it could be fun if picking up an item that's identical to one you already have would merge them into a more powerful one.
Lootgoblining is the heart and soul of rotmg after all.

Overall it's a great game and I have great memories of playing it multiplayer in the old demoday streams. Hopefully we can get another match going soon.

Submitted(+1)

Very fun gameplay, and the pvpve multiplayer aspect seems really interesting, pvp in particular seemed very dynamic and fun, not something ive seen in a game of this style often. Bit of a steep learning curve for figuring out stats and item pickups, i found myself often not sure what slot an item would enter or what the stat boosts actually did.

Submitted(+1)

Classic.

Submitted(+1)

I think it's missing some more sound effects, it sounds like there is some, but it's very low volume. I liked the bots and the normal enemies fighting each other and trying to steal the player's loot. Outside a tutorial and more sound effects/main theme for the actual game, it could be really good. Keep at it.

(+1)

This one's a lot of fun, and clearly has a lot going on with it. Though,  I feel it kind of throws a lot of settings and options and characters at you right off the bat. Maybe you could start it off with a quick tutorial?

Submitted

I like having both enemies and bots because that leads to a bit more variety gameplay wise.

Could've played it more but some classes did have interesting mechanics.