Play game
Deepest Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme - How well does it incorporate the theme? | #104 | 2.650 | 2.846 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #121 | 2.864 | 3.077 |
Audio - Does the game have nice sfx and music? | #128 | 2.721 | 2.923 |
Overall | #140 | 2.721 | 2.923 |
Gameplay - How fun is it to play? | #141 | 2.506 | 2.692 |
Graphics - Is the game aesthetically pleasing? | #151 | 2.864 | 3.077 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Not much you can do except for praying but the presentation, both visuals and sound, works pretty well. Hilariously the first time I died to the first bat, eventually I found the chest. I think this sort of presentation still greatly benefits from supporting extra keyboard movement.
This was cool, thanks for sharing.
It's pretty minimal, and yet still does a pretty good job establishing a tone with it's text and audio.
I think if you continue this, you should make the attack reflex based rather than RNG, otherwise it just feels like clicking on the thing until you lose.
That's a great idea! I'll have to consider that if I ever revisit this project. Thanks for the feedback!
A fine playable game with all necessary things. Not more or less.
Few times at the beginning I ended up outside walls and had to restart.
Yeah, I meant to fix that. This was my first real foray into procedural room generation. It'll be way better next time. Thank you so much for playing and leaving feedback.
Short and sweet. The buttons feel really tactile and satisfying to press.
Thank you! Making the buttons feel good to press was definitely a goal for this project, so I'm glad someone noticed that.
awwww this game gave me feels! Fine! We're the monster! :D
Fun little game, quite enjoyed it, nice twist.
Thanks! I struggled with the theme for quite a while. It wasn't until maybe the second-to-last day that I thought to add the flavor-text after an enemy is defeated.
Nice humor! it felt genuinely bad killing those poor creatures, the flavor text was a good touch. The UI and graphics are simple but pretty.
Thank you, Fluburbio :)
I'm glad you felt bad--well, not glad, but you know...
I'm glad the game elicited an emotion from you; that's more than I could ask for. <3
I thought the flavor text telling you that maybe you’re the monster for killing a poor bat whose entire life was the dungeon was very amusing.
Hey, thank you so much for playing--and for leaving a comment.
I wrote about 5 pieces of flavor text, before I got writer's-block and moved on to some other task, lol. Maybe next time I'll ask the community discord for suggestions :)
Good core for a game. I would recommend more combat options to make things more tactical, I felt like my only option was to walk up to a bad guy that blocked my path, attack until he was dead, then die after a couple bats. It looks good though, a unified visual style. I think with more time you could build a very good game on these bones.
Yes, more combat options would definitely help. Originally, I wanted to have consumables that could be used during combat, but I over-scoped the project and ended up running out of time. And thank you for complimenting the "unified" visual style; that's something I want to improve on with future projects. Funnily enough, all the world geometry (corridors, the enemy, the sword, etc.) are all prototype-placeholders that I meant to go back and touch-up.
Again, thanks for playing. I really appreciate the feedback, as well.