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Dungeon Of The Mind's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #108 | 2.556 | 2.556 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
Our entry focuses on two of the Jam's themes, namely Infinity/The Endless and Solitude.
Infinity/The Endless - All enemies are procedurally generated and hence there are an infinite amount of enemies you can encounter
Solitude - You are in a dark maze all by yourself and the goal is to escape. As you are more isolated i.e. in darker areas for long periods, your sanity goes down which impacts gameplay.
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Comments
I WIn!
I like that you put quite several twists there, the buttons, the light/sanity aspect, the generated monsters. I'd say the game is ambitious in the context especially as they work and mesh well together.
I like that you can't place a torch on a grate, this kind of simulation aspects which also adds an interesting aspect to gameplay is cool.
It took me some time and was satisfying to finally assimilate all thse things. At first I totally missed the light thing so I kept getting overwhelmed by enemies and eventually had to restart instead of going on after dying when there were 10 enemies in the room I was in. I also did not understand why I could not place torches (which I did not realise were so important but I just wanted them to provide light so I could see better) outside of the first room, I realised only later I must have simply been on a grate when I tried. Finally I did not realise I could smash enemies for keys either (with plenty of enemies appearing I eventually did not try to fight them at all) and was wondering why there were so many doors that I had no idea how to access, I thought there was something I did not understand with the button and that I needed to find secrets to unlock the doors. In the end everything made sense and after enjoying the discovery I also enjoyed playing to finally win.
The gameplay loop does work well, trying not to die (not sure how many times I died in lava especially during my successful run but plenty) is easier said than done, management of the different resources is fun, trying to put your torches in the right place so that you don't have to get back to the previous one 1 mile away and get back every 20 seconds. Combat system is simple but works and you want to kill enemies before there are too many in a room especially ones with a range attacks. The few traps and lever puzzles gives some depth to the dungeon and enhance the pacing of the game.
The game also looks pretty cool, both the environments and the enemies which integrate very well into the environment.
This is a great entry, thanks for sharing.
Thanks for playing and providing detailed feedback!
I think this is an AWESOME concept, but I think it's execution has some genuine flaws.
First of all the presentation is excellent, the monitor interface with the screen looked very polished. And I liked the adjusting various dials to see clearly on the screen, though I do agree with the other comments mentioning the control shouldn't be so fine-tuned. Maybe if there were 10 or 20 values on each dial it would be more digestible. And also I second the comment about putting dial values around each dial.
The combat however was honestly confusing. Specifically the controls on the game page has a typo, because it says R is bound to "Attached" instead of "Attack". I would honestly change that now as there's no locks on changing the game page description. Beyond that though it feels a bit unfair that enemies can attack the player from range and diagonally, where the player only has a melee attack.
The puzzle was a bit odd, I managed to pass the lever room but I'm not quite sure how. I raised the first lever and nothing happened, then raised the other two and nothing happened. And then lowered the last two levers and then heard a ding and a key spawned. Good sound design to let me know I was correct (and also the bright magenta squares over the levers was good for signifying "theres something over here"), but I'm still not sure what was required to get past there.
I never made it past the lava room as I kept getting push off by the projectiles. I think it might have been better to have the first projectile launcher on the second square into the lava room, so the player has time to see the pattern they need to move in.
Also as someone else mentioned, I also respawned under the floor after dying in the lava.
There's an awesome idea here that you are within reach of realizing, but it needs a few fixes first. I can say this is certainly one of the more unique ideas I've seen in this jam.
Good work!
Thanks for playing and providing detailed feedback! There was tutorial text in the first room but for some reason, it disappeared in the build. For the lever rooms, the idea was that you were supposed to adjust the contrast and brightness settings on the monitor and an up or down arrow would appear on the colored panel above letting you know what direction to push the lever in. However, I can see how this would not be clear at all without the text.
Really cool idea!
I think some of the quaternion math for the knobs kicked your butt (I understand, I have been there before). I will also say, that providing visual indicators of the knob's affordances and current value would enhance the experience as well (but this is another quaternion math problem, lol). A good example would be gain knobs found on a lot of audio equipment (picture below).
I think this was a really novel idea for a jam, though, and a solid attempt; good work!
Thanks for playing and providing feedback! The noise knob was bugged when you turn it past the target point, I missed that! I like the idea of a visual indicator!
oh, I finally made it.
Thought I was going to quit but I reached the end. It is a funny idea for a game, but it was hard to adjust the knobs. Maybe not have them so tunable, maybe just have them at certain steps instead. It tough enough to make the do what you want especially when you got enemies hunting you down.
It took me to the last room to understand that it was not my level that I needed to raise to be able to pass the door it was a key...
Movement Sound and graphics was nice. Idea awesome! Good job!
Thanks for taking the time to play! The stepwise movement for the knob is a really good idea! It would have definitely made it more intuitive, I'll have to remember that if I attempt a similar feature in the future. Thanks!
My second run went waaaaayy better than my first one because I read the instructions. Funny how that works! I really liked the puzzles but the first one with the levels I just don't know how I solved it. I solved it a couple times and different doors opened and I don't really know why.
When I fell into the lava I respawned under the ground.
The mood was wonderful and I liked the visual effects but I would have liked more torches. I placed one or two and then I just played the whole game in darkness. I haven't finished it yet so there may be more behind a door somewhere but I'm having trouble proceeding past a really dark large room with a bad guy in it.
Overall a good effort with great atmosphere.
Thanks for playing and providing feedback! There was tutorial text in the first room but it disappeared in the build version. For the lever rooms, the idea was that you were supposed to adjust the contrast and brightness settings on the monitor and an up or down arrow would appear on the colored panel above letting you know what direction to push the lever in. However, I can see how this would not be clear at all without the text. Thanks for letting me know about the respawning bug, I'll have to look into that!
I had a hard time with this one. On my first play I managed to get the screen stuck on a dark static that made it almost impossible to see anything. I managed to get to a lava area but kept falling off (reading other posts there's apparently traps that push you off). I also ended up respawning "under" the tiles, which didn't help the situation any.
Second play I flipped the switches, got the key but the door wouldn't open. I tried adjusting things thinking maybe that was it but couldn't manage to proceed.
I think with some explanation of the screen stuff this could be a cool mechanic but I just didn't understand it.
Thanks for taking the time to play and provide feedback! There was tutorial text in the first room but I couldn't get it to the renderer in the build version before the deadline. The idea with the static was that it would get progressively worse as you play so you would have to adjust the large gain knob to bring the static level back down to a usable level. For the levers, there was a hidden message you could reveal by adjusting the knobs but without the text, there was no way anyone would know this.
I really wanted to love this game more. The art / interface was incredible. I found combat and movement to be very awkward and difficult but managed to push through it to get through several rooms. I didn’t finish the game. Unfortunately, I got stuck and rage quit when I hit the lava area with the pushers. I just couldn’t seem to get out of that area.
You can watch my playthrough here: https://www.twitch.tv/videos/2108733841?t=02h49m38s
Thanks for playing and providing feedback!
The atmosphere was intense, but I had some problems with the monitor nobs, as the are a bit to sensitive. But the overall mechanic, to use the display settings in puzzles is a very cool idea.
Thanks for taking the time to play!
Super interesting concept with the CRT presentation and inclusion as part of the mechanics. That said, I thoroughly struggled working out what to do, and the right most knob seemed super sensitive. Did eventually stumble to getting the first key, then promptly got handled by enemies soon after :D
That said, I may just be an idiot missing something obvious, Regardless, really fun idea.
Thanks for playing! There was supposed to be text in the first room but I couldn't get it to render in the build.
really cool! Loved the old crt presentation!
Thanks for playing!
I liked the old CRT style noobs and dials to adjust the display. Very cool VFX.
There are some downsides to this. I was starting to look at the minimap as primary navigation indicator. Of course that failed in room 2 when I got attacked by enemies. So for combat you end up adjusting dials (while been blasted) and otherwise just looking at the minimap.
Combat is a bit of a mixed bag. There seems to be no collision/blocking between enemies and the player so it looks like multiple entities can be on the same tile at the same time. That could work but if the enemie is on the same tile as the player the billboard renderer goes crazy drawing the sprite with an very odd angle.
All in all, I liked the CRT VFX but the combat needs some work.
Thanks for taking the time to play and provide feedback!