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Dragon Ruins [Jam Version]'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #42 | 3.242 | 3.242 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
The game is set in ancient ruins. Monsters respawn each year, including the final boss, which creates a natural NG+, thus incorporating the Endless theme.
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Comments
Satisfying, minimalist dungeon crawler. Made it to the end, took several years to do so. I sometimes debated if dying and losing part of my gold/xp is worth the time saved running back to the entrance. Sometimes it was, depending on how quickly they rescued you :D Could've used a town portal/teleport spell to go back, even if it would've been expensive.
I did notice that the mobs that killed you bugged out and became harmless when you came back, so that was a way to get rid of annoying mob packs.
The grind felt nice and not oppressive.
This gave me auto-battler vibes and the grind fits perfectly with that!
Well put together, everything felt smooth!
It was hard to resist the grind as well; savvy submission for a jam; kudos! :)
Really good presentation; it took me back to playing the first Wizardry. I liked the auto battles and that they didn’t “lock” you in position.
If there was some way the heal in the middle of the level, I missed it. The more of the map I explored, the longer it took me to get back into the action once I made the trip to town.
Pretty solid entry, as always.
Great job!
I love the aesthetic of this! Gameplay-wise, it had it's ups and downs... started out pretty strong, but then became quite a grind. I'm okay with the grind, and the lots of combat, but having to walk _so_ far from town to the nearest combat over and over and back got pretty annoying. I did play through to the end and killed the dragon twice, although I didn't quite explore the whole map. If there was _anything_ to find in the map (just some bonus gold), I think that would have been much more motivating. Though I like the simple aesthetic, I found myself "playing the minimap" for lots of the game, only a few areas (the "goblin city" I liked to call it ^_^) were recognizable enough that I could play the 3D view and (seemingly more efficiently) navigate it, mostly I was just watching the map to figure out which direction was the door out of the room I was in. Maybe just a change in color scheme in certain areas, or a few more open-ish areas that were quick to re-navigate with lots of side rooms to explore would have helped a lot.
This is great! I love the look and feel of it. Somehow the screenshots did not do it justice, but once I started playing I felt like the simple graphics were the right approach.
The auto combat is brilliant. Party based combat can feel tedious to me at times, but this was just a great balance.
I like how the map did not repopulate monsters, so you could incrementally get deeper into the dungeon with each visit. And it prevented you from exploiting the lower level monsters beyond a certain point.
I think the only thing I felt might be missing was some kind of indication as to how close the actual goal is. It would be nice to see a simple meter showing how far the dragon was (or whatever) and I think it would have kept me invested longer.
Beautifully made handdrawn artworks pulled me into the game. I like the Akalabeth style dungeon design. I don't like that you only see enemy portraits on battles.
Gameplay is too streamlined. You don't do anything in battles. It's like an Idle game. You see the town only as UI. You can't buy weapon or equipment, you just upgrade equipment when you raise enough golds.
The real problem of the game for me is the gameplay loop. You walk around dungeon, fight enemies, raise gold, upgrade or level up. Rinse and repeat over and over again. It becomes boring quickly.
I can see that you tried something different in this game but it just didn't work on me but good job anyway
Here's the recordings I did. The audio might be a bit off in places:
Dragon Ruins by Surt.R Pt1
Digging the Wizardy vibes!, not a lover of auto battles tho, great effort overall tho!
I like the art style in this one.
It appears that the battles are autobattles? I managed to pick up a glitched worm that did nothing to me on one run.
The menu would be helped with some context, like telling me somewhere on the screen that I'm at the guild or smith or whatever.
Good presentation, but the difficulty level was way too high for a beginner.
But good job. Thanks for entering.
Just like last years entry, your visuals are so striking. Really well done. Just so stylish and evocative of those earlier dungeon crawls. Really well done!
That end screen though. My emotions: "YES! FINNALY!.. ... .. NOOOOooooo...".
Still got mad gains, worth it.
One thing that was a bit annoying right until the end game was resting. I would return to town with nothing to gain from it, except rest. Made me run around a bit too much. Otherwise - had fun :) Will there be standalone too? ;)
I really enjoyed the simple design and control scheme, not needing a mouse. The fights were entertaining and it was nice being able to walk around with the monsters with the tactical twist that you could escape them by going through doors.
It made be a little uncertain about the combat rules though, if while engaged, there was a benefit of any kind to the monsters if I went on a stroll with them.
I found the economy a bit frustrating, in a quite good way. Having all characters ready to level up and not gaining any XP but only affording to level one or two up.
What I didn’t like so much though was the backtracking. It was a lot of it. And since the dungeon is rather intricate, there was a lot of key pressing to get back. And nothing ever happened to me on the way back. So ultimately that made me try dying instead. Which seems like a nicer strategy, though you loose a lot of coin.
And since the more you explore the further you need to go to have the fun (unless the dungeon is reset by new year’s), I think it would be nice to offer some teleport. My thinking would be a button, that when you press it, the game automatically backtracks you to the start through already visited locations using A* and then when re-entering the dungeon you can press the same key to go back to where you first triggered it. Having any input break the automation.
That would also assist in not needing to stare so much on the minimap when trying to find the way back and forth and just have it as a nice tool while exploring the fringes of the known areas.
All in all a really solid game.
I had a lot of fun with this. I played until I started seeing dwarfs. Also, I saw dwarfs in the game
I really enjoy the auto battling, since it quickly gets me to my favorite part of crawlers: filling out the map!
I would like there to be some more differences between the characters. Seems primed for some cool abilities that are automatically triggered based on criteria.
Super well implemented Wizardry/Ultima Dungeons, well thought out design and I even liked the auto batteling. First I thought, that it is stupid, but it grew on me and just helps the push your luck gameplay, how far will I go, before I turn back...more gold...or more death?!
I played for about an Hour but didn't find the Dragon.
It was surprisingly moreish, even though I'm not a big fan of auto-battling.
The vibe of the visual and sound design is very effective.
Some shortcuts would be nice though. Or at least some alternate rest points, It was the long winding path back to the exit that made me put it down.
I second the other poster. The style is really cool.
But the gameplay for me was a little bit boring.
Presentation is really nice - feels like a unit.
Love the ascetic of the game, great visuals and sound effects, but the autobattle system was a bit bland but still great for a game jam
Great 80s CRPG aesthetic. I'm not sure I really like the auto-battle system, but it's fine. Good sound and music
I killed the dragon once. The game is addictive, your small games are pretty good at presenting the kind of distilled experience you're looking for there, your perfect presentation and UI are certainly part of it.