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Siege Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #2 | 4.632 | 4.632 |
Gameplay | #10 | 3.632 | 3.632 |
Overall | #12 | 3.842 | 3.842 |
Audio | #16 | 3.526 | 3.526 |
Visuals | #21 | 3.368 | 3.368 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What was the most challenging part of making your entry?
Putting it all together, menus, music, sounds effects took a long time!
What was the most fun part?
Actually seeing it to completion.
Anything else to add? (important controls, assets used, special mentions, etc)
Controls are WASD, R to rotate. Hope you like the game. The game runs a lot better using the windows zip download rather than WEBGL. Please let me know if you find any bugs and I'll fix post jam.
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Comments
very nicely done. had a lot of fun!
very well made game not sure if i am playing the version with the bug fixes or not but didn't really notice much for issue wise. I really enjoyed mixing and matching up the dungeon trying to get my gold away from the evil heroes,
Updated to fix a few issues around the problems commented below.
Thanks for playing the game, please let me know if you find any more issues!
This was a cool idea! It reminds me a little of dungeon keeper but having to keep moving the treasure further away was a really fun addition! I unfortunately had it crash after placing a good few rooms but up until then I was having fun! Nice work!
I've managed to fix the bugs now. Problem with my pathfinding mainly, causing a slow down and other issues. I was waiting for the rating phase to complete before uploading the fix as wasn't sure if I was allowed to fix it at this stage! It is my first jam so this is all new to me. Thanks for giving it a go :-)
Very cool take on the Rogue-like dungeon crawler / defense game. Super exciting and nerve-racking. Tile placement is a bit too pixel perfect, some more tolerance is needed. After about 20 or so parts placed, the game bogs down is is unplayable. I also feel like the keys are backwards (I want to scroll up, but I need to press down, want to go right but need to press left. Very disconcerting and frustrating when the enemies are right on you and you are trying to find the piece that fits (and then getting it to actually "snap"). Otherwise AMAZING job. I would play this every day. (will try the downloaded one and see if the bogging down still occurs)
Thanks for your comments and giving the game a go. Yes the performance is an issue that I intend to resolve (down to my pathfinding mainly). The windows version should perform better but will still get hit by the pathfinding issue, just a little later. Thanks again.
Nice game, really interesting concepts but in the web build im having fps laggs. BUT: you made it in 2 days and it is really brilliant for that.
Thanks for giving it a go. The lag is mainly down to my badly optimised pathfinding. I think the more adventurers that come into play causes quite an issue, that and the combination of more rooms. I need to learn A* for next time!
As the others said, interesting concept but the controls are a little awkward! With a bit of polish and fleshing out of the core mechanics, you could be onto an awesome game.
Thanks for giving this a go. There was so many things I had planned to add to the game, such as traps etc. However time was definitely against me!
Really interesting concept! I did enjoy playing this game. But this game does have aggressive frame drop after putting 30 more rooms.
Although I can imagine if this game is polished it would be a nice game.
Thanks for the comments. I think the slowdown is due to my pathfinding later in the game when there are a lot of rooms. I had wanted to use A* but due to time (having to learn A*) and doing this solo I went for my own version which isn't very optimal!
This is such an original concept, I really like it! My final score was 549 with 31 rooms built.
Unfortunately I had to stop there because my framerate was starting to absolutely tank (which might be a web-build specific issue).
I would really like to see this concept expanded into a much larger game!
Thanks for your comments. Yes it does need a lot of optimisation work. I'd quite like to do a more polished version in the future if people would play it. I'd like to add more room types, monsters, traps etc. Thanks again.
Very interesting mechanic, I do wish there were more options you can do than just putting down rooms and hoping you have a good room to stall the adventurer. Also it would be nice if the rooms refill the moment you put it down instead of having to put down all three before the next rooms appear. But for 48 hours, pretty impressive!
Thanks for your comments. Yes that's some good ideas. I did want to add traps and even doors (which the adventurers have to knock down) to make it a bit more interesting but I struggled with time a bit on this. It was my first jam and I misjudged the time the UI would take along with the adding in the bits like music/sound etc. I certainly learned a lot from doing this however!
I like the concept! The controls to move the screen feel backward to me though.
I think maybe using the mouse to scroll around would be better. I just didn't have the time to implement that as I also wanted to use the mouse wheel to zoom in and out also.
Interesting mixup of the dungeon crawler concept.
Thanks for your comments, hope you enjoyed it.
Sorry forgot to say in the description, credits are in the game menu.
Creative!
Thanks, I just needed double the time I think! Or maybe next time not attempt to do a Jam solo. Good learning experience for me. Thanks again.