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Dungeon Crawler's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #887 | 3.600 | 3.600 |
Overall | #2600 | 2.700 | 2.700 |
Presentation | #3401 | 2.450 | 2.450 |
Fun | #3579 | 2.250 | 2.250 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Cannot control the language
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
Nice concept! I think it would help to have some kind of aid to help you figure out what the message is regardless of the language
I really liked the idea, and generally it was fun!
By maybe color coding specific words or have background changes, it could have helped to anticipate the situation. I would like to try a more refined version of this idea with maybe a slight bit more to rely on than my language skills.
That was an interesting idea that really gets across how important language can be for games! However, the idea broke a bit, because I knew enough of the languages to know what the game was saying unless it was in Korean - working in Loca does that ^^.
My biggest issue was not dying to random guards and then retrying - for whatever reason, the game itself seemed to not register wanting to restart and I had to close the game.
Yeah, I unfortunately ran out of time to include a restart button/mechanic. But hey, that's the time limit.
I love what you are trying to do! (also I am a sucker for Dungeon Crawls)
However: Needs some other way to feedback what is going on. Changing the text to a random language is cool, but if the text is the ONLY way to know what is happening, the game is unplayable. Sorry to be harsh.
I don't think it's harsh to say it's unplayable, it was designed that way.
I did want some graphics in the game but being a programmer with limited time I had make do with just text.
Yeah, that's fair. It was a bit harsh. I had been up for 52 hours at that point, so I might have been a bit grumpy, sorry about that.
Let me do a better, more coherent feedback:
I do think it would be more fun if the main things that your character can see were all in whatever your chosen language is, and things that people say or things that you read (like) signs were in random languages. That way you still have the element of "What is going on?" but you can also still progress.
As it stands, I open the program and get Japanese Kanji characters and nothing else. Am I in a menu? Am I in the game? I see buttons on the bottom, but I have no idea what is going on, so I am essentially hitting them randomly, which is not fun.
That being said, you made a text-based role playing game for a 48 hour game jam! I have MAD respect for that. I love the image you chose for uploading it, it is absolutely perfect. It called to me across 16 thousand other entries to have me try it.
Thank you for the second round of feedback.
Looking back I think my biggest regret was not having a menu system in place so the player knows when they are playing. The main reason why I missed this was because when I was making it, the game was all in English until the final bit so it never clicked with me that someone playing for the first time wouldn't know what to do.
I was going to go for a more understandable approach to the jam with an FPS where you couldn't choose when to reload but in the end I decided that this jam needed a completely out there game that is borderline impossible to play.
While I was planning to abandon the game after the jam your comment has really made me consider going back to it after a couple of weeks and seeing what can really be done with a game without traditional feedback.
Awesome! I would love to check it out!
It does respect the them of being out of control and I did found it fun for a couple of minutes but it is prety much imposible to play for a long period of time.