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Game's Take on the Theme
Spin
Did your team make the majority of the art and music during the jam?
Yes except music
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Comments
Really cool take on this kind of Dungeon Keeper scheme with the roulete wisely used, all fits so well, I like the visuals a lot and the mechanics work perfectly, I rate graphics, control and fun on top, but all is great, also, if you have some time, please, rate my game too, thanks!!!
I would play a fighting game versions of this game. I really liked how it felt.
Pairing up the slow and committed attacks with an instant guard cancel feels really nice. I wish the claw hitbox was more forgiving, as I felt I couldn't do anything if the boss was on top of me. Maybe a disengage option would be cool.
The art, including the animations, is super cool—great job!
I struggled a bit with the controls at first, but after a few tries, it got better. That said, I still found the game very difficult—probably too much for me... I guess I’m just not very good at it ^^!
This concept would be fun if you were fighting lots of weaker enemies since you are kind of the boss anyway =D Darn those adventurers trying to take our gold! >:[ <3
Hey! Thanks for your comment.
I think that’s a great suggestion, and in the long run, both ideas seem doable. I didn’t focus much on adding waves of small enemies because the main idea was centered around battling powerful heroes. However, it does make sense for the dragon to be attacked by hordes of minions as well. I’ll definitely give it some thought!👍
Very nicely made game! Initially at first I thought that I was the knight fighting the dragon so I thought it was funny how I was actually the player and the knight was the boss instead. In the first few fights against the knight, it was definitely a challenge to fight. However, after getting used to the controls of blocking, attacking, and the fire attack, I could nearly no hit the knight with the use of blocks and it made for quite a fun experience!
The witch was a little more difficult to fight, but that’s when I found good use of that fire attack, especially on the minions! Oh and by the way, I really loved using that fire attack because it was incredibly satisfying to use. Great work on this!
Such a great and helpful comment!
Oh yes, you discovered the potential of the fire attack! It’s currently very effective for skipping the minion phase. I’m excited to see that it’s enjoyable to use, even in its current state. I’ll be exploring ways to make it even more versatile in future updates.
Thank you so much!
Funny idea and an amazing execution!! I'm in awe of the visuals—they look absolutely fantastic, just WOW!! The game itself is really fun to play, though a more explicit tutorial or an in-game key guide would be helpful. Even so, I figured things out pretty quickly. Excellent work!
Wow, thank you so much!
I really put a lot of effort into the effects and the overall visuals, so your praise means a lot to me.
Yes, I didn’t have enough time to create a proper tutorial, which has led to many players struggling with the second boss. Still, I’m glad that the first boss doesn’t seem to be too difficult for most players.
You’re absolutely right—I'll be adding a tutorial.
The art in this game is amazing, and the idea of the player being a dragon made it even better. The scenery and characters are all wonderful. Unfortunately, I couldn’t get past the witch—even after many attempts, I didn’t have enough skill to beat her. Great job, this game turned out really well!
Thank you so much for the feedback!
Yes, the Mage boss turned out to be quite challenging to defeat. There’s a solid strategy of holding the block as often as possible and refreshing it after each hit, though it still requires skill and a few attempts.
I’ll definitely keep your comment in mind for the future.
The pixel art and animations are insane! Incredibly well done. I found that the enemy tends to I-frame attacks too often which made it really difficult to do damage consistently. Other than that, nice work!
Hey! Thanks for the feedback! I really put a lot of work into the animations, so I appreciate you noticing it ^^
About the i-frames—yeah, you're right, in some places they did turn out a bit strict and short. This will definitely be polished in future patches!
Absurd art, very beautiful, I really enjoyed playing it, it was really fun
If you can, consider checking out our game too ^u^
Thank you so much! I’ve already played it, thanks!
Greatest arts and visual style! So cool. Great animation. The boss is too OP though, having too much health.
Based on visuals it seemed like the block should block all the damage, but it doesn't :(
Please develop the game further!
Wow, such an amazing comment!! Thank you so much!
To deal with the bosses, you need to frequently use block ("K") and dash to the correct side ("RShift" or "LShift"). With this strategy, you shouldn’t have too much trouble with the knight, at least. But yeah, the game did turn out to be quite hardcore.
Thanks again!
fun gameplay and great art style.
Thank you a lot!
The visual section is very good, it took me a while to understand the mechanics at first. The weakest thing is the audio section, when choosing royalty-free music there is no relationship between one audio and another and it is quite strange. Music is the soul of the project, don't forget it :)
Thanks for sharing your thoughts. I’m glad the visuals stood out to you. As for the music, I understand that preferences can differ. The chosen tracks serve a specific purpose in the current build, but I’ll consider your point about cohesion when making adjustments in future updates.
The vibe of this is so awesome, I totally love it, I did find it to be really challenging, but fun nonetheless.
Really enjoyed the art style a lot I really enjoyed you highlighting the boss since he is smaller it was a great way to keep track of him.
Oh man this game's twist blew me away I was not expecting it whatsoever. The game is so ingeniously built on it from the UI to the jam theme applying to the enemy rather than the player, this is just such a cleverly crafted project. It's tough as balls though
Thank you so much for recognizing my contribution to the idea — it truly means a lot to me!
I'm happy to see another game made in GDevelop. The arts were extremely beautiful. The battle style was also pretty cool.
Thank you! Yes, gdevelop is very underrated. Super useful for solo developers.
The art is amazing!!!
But it is missing alot of telegraphing, could not get past the witch. The game is quite hard, might be a skill issue but its hard to tell which attack is gonna happen when the animations are not that eye catching and are fast.
The music is nice and the concept of you being the "Boss" is really cool :D
Good job
It was nice playing as the boss and liked the artstyle as well. I had a loooot of trouble against the witch because she shoot a lot of attacks and each of them dealt a lot of damage. There was one instance when the wheel stopped at the ice arrows and I got hit by it when the witch was appearing. It would be cool to change the controls as wells. I would like to see this with more polish and more bosses. Nice job!
Thanks for your feedback! The sorceress really turned out to be quite complex. It requires high reaction, active movement around the screen, combining dash and block. However, it is still possible to pass it. I hope that it will be possible to develop this game, it all depends on the interest of the players.
awesome pixel arts! beautifull movements and animation of dragon and heroes! background are cool too!! game is fun and i think difficult is right. i'm a little bit confusing about spin mechanims of background wheel
Thank you!
The wheel sometimes casts various traps, buffs and debuffs.
I tried to visually reflect their functionality in the form of effects and icons, but the battles turned out to be quite intense and the player cannot quickly understand everything. I will take your wishes into account for the future.
Beautiful game, first and foremost. Great pixel artwork, I hope to see you hired by indie devs doing fantasy games, this artstyle needs to be out there.
Gameplay is simple and possibly due to that it's hard to see what the roulette is doing (could use a message telling you what effect is active and for how long, perhaps.) The witch is so strong, I don't know how you ought to evade those attacks and blocking doesn't reduce the damage enough to survive it more than once. But she's hot, so all is forgiven.
Minor things: Wish there was a stage select to skip to the boss that's killing me/get more practice against the witch and quicker. Wish there was a death animation or screen instead of such a quick sudden cut to start screen.
Got a bug where the knight was sent underground and I could just burn him freely, but he reset after a while. Don't know what caused it and what uncaused it, but might be something in the code for being hurt.
I understand, and I really appreciate your help—thank you!
But please, let’s avoid posting giant two-meter-long screenshots highlighting bugs that could spoil people’s impression of the game. It’s understandable that games developed for a competition with this level of complexity will have some errors and bugs.
I thought it'd be helpful to have a screenshot of it instead of just saying I found a bug (that's how I prefer to receive bug reports) but I see what you mean, sorry for being tactless.
Yes, thanks for removing it. In fact, I am aware of the disadvantages of my game. I worked all month and didn't sleep for the last two days to finish it. A lot of work was put into it and there was not enough time to fix bugs and add cutscenes, etc.