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Derspeccys Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality - Does the game innovate or try something new? | #7 | 3.625 | 3.625 |
Graphics - Is the game aesthetically pleasing? | #14 | 3.500 | 3.500 |
Audio - Does the game have nice sfx and music? | #17 | 3.063 | 3.063 |
Overall | #20 | 2.913 | 2.913 |
Gameplay - How fun is it to play? | #32 | 2.125 | 2.125 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #34 | 2.250 | 2.250 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I dig the music, it's very calming. The graphics have much work put into them I see! Also, I love the concept, and it's quite creative and fun to play, sort of like a puzzle.
Swinging the sword?? How?? I was cornered by a blob lol!
It has a great idea, and I liked visuals and music.
But sadly, the UI is too buggy to properly use the map, and it's quite easy to glitch out of the grid - even together with blob.
Really like the visuals and look of this game. maybe a touch slow (speed cpu?)
The visuals give it a really nice feel and something that could be expanded on into something interesting.
enjoyable and what is there is good :)
Glad you enjoyed it!
the keys gave me a difficult time.
and at some point, even W stopped working, so i just sat there spinning around, looking at the map, wishing and hoping for a blob to come kill me.
and one never did.
They like to keep to their area unless provoked. Or they just wanted a friend... It's hard to say. I could promote this build as an eternal suffering simulator.
I really did not enjoy the movement here and I had a bug, where my mouse cursor disapeared and I had problems closing the map screen. But the tile placement idea is really cool and the pixelization shader was a nice touch, especially that it looked like you were trying to emulate double wide pixels, like on a C64.
Thanks for the feedback, much appreciated!
I really like the idea behind placing down map tiles as you go but unfortunately, my character moved out of the grid, so I couldn't progress any further.
Yeah these bugs suck, excited to get them patched out after the jam!
Hey!
I tried really hard (30 min) to get through the 3rd level but once a green slime touches me my health drops -5 per step and then i have -350 at some point and can still walk but once another slime hits me the game says its over but i can still see the game behind the screen and can move further! But I cannot end the level this way. I will try to avoid the green one but it is really hard. Other than that I really like the approach here!
What I liked
What could be better?
All in all, I would love to play it in a more finished version and try to beat the puzzles that come after level 3 ^^.
But congrats for a released game in a game jam!
Keep it up!
Fantastic feedback!
The green slime was very last minute, It seems I forgot the code on the damage over time from their special attack.. oops!
It kills me that I couldn't get the movement locked down in time. I plan on having a patch up after the judging is over so maybe come take a look again later! :)
I definitely will! Just give me a hint then!
Hey!
I tried really hard (30 min) to get through the 3rd level but once a green slime touches me my health drops -5 per step and then i have -350 at some point and can still walk but once another slime hits me the game says its over but i can still see the game behind the screen and can move further! But I cannot end the level this way. I will try to avoid the green one but it is really hard. Other than that I really like the approach here!
What I liked
What could be better?
All in all, I would love to play it in a more finished version and try to beat the puzzles that come after level 3 ^^.
But congrats for a released game in a game jam!
Keep it up!
I did not beat the fourth level but on the positive side it gives a good hint of how cool the game would be if movement worked properly (I won't add much to what other said, it's very slow and sometimes walking forward does not work, turning and crab-walking seems to always work though') and/or if you could easily see the directions of the tiles you're placing without closing the map (but maybe I missed something regarding this one).
The game is not really playable as is but good job anyway, the art is very good and the gameplay would be too without those technical issues.
Thanks for your input! The map system didn't package properly so I had 20 mins to push a fix before the deadline. Did the best I could with that haha
I love the visuals! Is the game rendered at a lower resolution or is it it shader trickery? The movement is both snappy and sluggish, the character moved fast but it felt like there was a delay between when I moved and when I was allowed to move again. One issue I found is that somehow, my character was no longer facing along one of the axis veered a little to the left so eventually I would run into the walls to my left blocking move movement.
Regardless, I'm glad you were able to finish your game! Congrats!
All the art side was my awesome partner. He set up the shader for the visuals. The character movement delay is from waiting for enemies to move within a certain range to help with their pathfinding. Still trying to find a better workaround for that one! Thanks for checking it out!
I like the pixelated aesthetics and the surroundings. I would want to play more but the controls doesn't agree with me. They are way too slow and unresponsive. Make'em snappy and responsive and the game will be much more playable!
Thanks for the kind words! A patch will be up to fix the issues after the Jam is over!
Hello there fellow Unreal Engine user :)
There is something weird with the controls - they don't seem to respond sometimes? (Are you using lerps? They tend to jam the inputs a lot...) I wasn't able to continue playing after a while because of that... sorry...
I’m storing the target location and using a Tinterp node to smooth the player movement. It ended up quite jank but you can restart the level through the pause menu. Thanks for giving it a shot!
For the movement, it is almost the same method here; but I simply offset the player character during the tick event, and *snap" them to the location when they are within a treshold - so the movement can quickly resume. Same with the rotations.
Will give it a go sometime later...
I appreciate the input, the game will be much more playable with the patch!