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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
Starting positively, I really like the visuals. You definitely had a certain vibe you were going for and you nailed it.
The game itself, though, didn't really capture me like it did others. Most of it is the auto-battles, which already aren't my thing (In other games, even if I'm just spamming Attack, at least it feels like I'm actively doing something. Definitely just a me thing), but there's also the lack of strafing and the long trek back whenever you need to go back to town, which you do a lot (I'm one to talk, my own entry has the same problem. Lol), though the fact that enemies are seemingly static encounters that don't respawn definitely helps. Side note, it's interesting that you can still move even while in combat.
Eventually, I stumbled into the wrong room, got party-wiped in an instant, and soft-locked. RIP.
All that being said, I still have the commercial version of this wishlisted, and I wish you success with it. :)
This is a really good game!
Simplistic look in black and white, took me some time to get used to.
The combat is perfect, short and shows respect to the player. The general gameplay loop is nice overall but there is some caveats. The leveling is a bit to slow.
Gathering gold to upgrade becomes the main game here but the increase in health and power is a bit to slow. Running back to the start just to save some money becomes necessary and especially if you want to increase the guild level.
The game would have had to be smaller, or have some towns further into the game as checkpoints. I would like to have the option to show the full scale map. Then it would be easier to know where to go next.
Movement is kinda ok but it lacks strafing and does not queue and it is a bit slow, especially at the doorways. This should be more snappy IMO if you force the player to run these distances.
Sound and music is fitting and nice!
Well done!
Pretty great. The Wireframe looks works really well and the autocombat is enjoyable. The focus is on the exploration and the map which I quite like. If you had a day more, I wish there was shortcuts, because a good chunk of my time went into backtracking by the same path. Really impressive what you did in a few days.
Oh I also quit once without paying attention (and lost my game ; - ; ), but I kept scaring myself quitting a bunch of other time on second playthrough. I don't know if it's a me issue or something in the menuing makes me want to quit.
I am not a fan of fake retro shaders but this one worked quiet well, as the overall wireframe style matched the technical limitations what you would expect from an i.e. C64/Apple IIe style system.
The auto battle took away the constant "Attack", Attack", "Attack" loop that you have to click through on most turn based battles, which is a good thing in my book. I prefer this over an constant and mindless "Attack" spam any day. The downside of this is, that it limited user interaction to movement only (except the town of course).
Ended up looking at the minimap most of the time but I think that you are aware of that, I kind of expected something that would mess with that but did not played long enough to encounter it.
Some kind of "Scroll of Townportal" would be nice because backtracking gets old fast.
Nitpicking aside, a very solid jam entry.
Everything that is there works well and I did not encounter any bug (I wish I could say the same for my entry).
Very interesting entry! The backtracking got old after a while and it felt a bit slow and repetitive but it started out very fun. Also the presentation and audio were top notch. I would have liked knowing the difference between level up and equipment improvement as well as the difference between the classes so that I could make strategic decisions instead of picking things at random.
I am not a fan of auto-battles so I went into this with a touch of prejudice. A couple minutes in I'm still on the fence, but because of the polished retro look and interface I pushed on - and I'm glad I did! The auto-battle worked surprisingly well, and the tension and apprehension is still there. I wish there were more layers to it, and backtracking became more and more tedious. The further into the dungeon I got I ended up playing more and more using the automapper, which is unfortunate. I wish there was a way to turn it off completely.
All in all a great entry :)
This was pretty cool. I'll admit I thought the wireframe graphics were going to throw me off - a little *too* old school for me but it ended up being charming with how it appears 3d in wireframe if that makes sense.
The auto battles are a little jarring at first, but I can appreciate how it causes you to make decisions and adds a different type tactical decision making in the game. Should I fight the 6 kobolds or run and hope there's an easier battle to get through? Risk it for a little more gold or go back and level up?
I did make it to the dragon, however I died and when I went back, the dragon/pc's stopped attacking, so I think I encountered the only bug in my entire playthrough and could not finish. I think this title could have benefitted from a return home button or something. Backtracking became a slog, especially through the series of single-block rooms.