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Mapping It Out's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #226 | 4.053 | 4.053 |
Overall | #256 | 3.895 | 3.895 |
Presentation | #426 | 3.974 | 3.974 |
Fun | #426 | 3.658 | 3.658 |
Ranked from 38 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?
JOIN TOGETHER fragments of the dungeon map to build your route, take your risks, and go as deep as possible! Please read the game page for how to play, and what nasty bugs to avoid! :)
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
Cool concept that was really well presented :D
I had a few issues on an ultrawide monitor with things just being off screen, but you’re not alone there and I’m used to squaring up my resolution. If you do take this further, though, you should look into setting the camera / canvas to scale to keep the core area on screen.
Also, I might have just been really unlucky, but I ended up in a situation on my first play through where I just never got the shape I needed to get to the end.
Minor issues aside, this was a lot of fun :D
Neat submission man. Loved the 2.5D aesthetic btw lol. The artwork was amazing. Are these handrawn ? Huge props for the art if they are but even then, amazing. Loved them either way. The concept is rather cool as well and was quite addictive if I'm being honest. Being both the dungeon master and dungeon explorer was really cool. Especially loved the little nudge-like animations during the fights. Thoe sound effects for the enemies had me laughing as well lol.
I would have probably been playing this a lot more but unfortunately, a lot of bugs and issues hampered my playthrough quite a bit. I think some people may have already mentioned these but I'll say what they were for me.
During some of the fights, sometimes enemies would be turned on their side in the beginning which looked weird. Also I'm guessing this was a result of balancing issues but in two of my runs I basically did not have space to put a section of the dungeon to connect to the end.
A count for the number of moves left during the action phase would have been helpful as well lol. Still though for 48 hours, what's here is absolutely amazing. Great entry overall.
Cheers man! Yeah the artwork was hand-drawn (on a tablet) by our talented artist Vollando, I also think it really ties it all together aesthetically, big thanks! All of those bugs and suggestions are definitely noted, and agree on the feedback :) the step counter was something I was pretty desperate to get in at the last minute but we just didn't quite make it sadly :(
Thanks for checking it out <3
Presentation is really nice. I had fun with this, the concept is fairly novel but I feel as though I haven't played a game like this in a while. Visuals are epic and the game is intuitive. Some bug (or maybe I'm stupid) but I was unable to actually play onto the second floor - I reached the ladder but wasn't sure how to advance the prompt. Good game overall
Hey! This is a bug ahh sorry, you can press the bottom part of the button when that happens, like inside the button but right at the bottom part of it. This was only an issue in the final build so we didn't see it in time to fix it sadly :( Sorry you ran into that!
Glad to hear you still enjoyed the rest of the game up to that point!
This is a very ambitious game. It lacks a bit of polish at some corners but it really makes it up with it's unique idea and great visuals in the dungeon. I can really see this one as a full fledged pc title with much more content.
The only issue i encountered was a minor bug in which unplaced tiles were set outside the screen in the bottom left corner when the mouse was moved outside the grid before placing the tile.
Good Job!
Thank you! Yes we have plans for developing the game further; some ideas we had during the jam but didn't get the time to finish, and we will be looking to iron out some of those bugs too!
Very cool combination of dungeon builder and crawler. Really enjoyed the puzzle aspects and the art is great. I loved the goblin sounds :)
Thanks! Glad you enjoyed it :D
Cool game, I felt that it needed more enemies because I could easily get through and avoid all of them. It reminds me Link's Awakening.
Haha yeah sadly we didn't get time to add more enemies or scale the difficulty much, but glad you liked it anyway and thanks for the feedback!
Amazing game, this deserves more attention. The dungeon builder mechanics are great and the dungeon crawler aspect works well! Also the art style is awesome! Great work and impressive for a 48 hour game jam!
Cheers so much! Really appreciate it and glad you liked the dungeon crawly stuff and the art <3
I , honestly, can tell this is the most detailed gamei have played in this jam - amazing and lovely .
Thanks so much! Really glad you enjoyed it :)
I absolutely love the art, i never played a game like this until now, I had fun. It has atmosphere. Although it lacks a tutorial (or im just dumb af), you made a great game, good job!
Haha yeah it definitely lacks a tutorial, we tried to cram as much info into the UI as possible at the last minute but there's definitely a gap in knowledge lol, cheers for playing!
Yeah, I feel like too much UI stuff could overwhelm ppl, but at least you pulled it off!
Great Concept! Definitely fun once you understand how it works. Would be nice if there was a counter that showed you how many steps you had left when walking around in the dungeon before going back to placing tiles on the map. But still, really enjoyed the atmosphere and loved the sounds for the monsters too ;-D
Oh I like that one! I'm a fan of dungeon crawlers and mapping out dungeons, but something about mapping the dungeon first and then exploring it was a new take on the genre that I haven't seen before. Oh and I really like how placing together multiple segments in a giant formation creates just a big room. That actually gave me some ideas for changes (or even a redesign) of a project I've been working on outside of this jam!
Aw thanks so much! I'm so glad to hear that you got some new ideas from here, and I hope your project turns out great! Good luck <3
Cool fire animation!
I really enjoyed this game! The only two gripes I have is that sounds were a tiny bit too loud, and the first time I played I didn't fully understand where was the start and end of a dungeon and I built entire floor around the exit not noticing the entrance. Other than that though, really nice idea and cool artstyle. I feel it could be easily expanded into a bigger and a bit more polished game.
Thank you so much! Both very valid gripes, and we definitely agree - the sounds were put in in basically the last hour so I'm not surprised haha. Cheers for playing!
A cool take on a roguelike genre, art is also pretty fitting. Sounds seemed a bit strange at first, but grown to like them, have a certain charm to them. Great job!
I love the art style, and the mechanic is super unique - I really love the aspect of building my own path and following it through the dungeon. I do wish there was more punishment to building a path of pure treasure, but it's pretty fun anyways to just completely deck out my character with the shiniest loot and then absolutely dominate the enemies!
One small piece of feedback, it wasn't super obvious to me which stat column was the "currently equipped" one, so having some indicator of that would be amazing.
Overall though, a great entry! Amazing work!
I can't figure out what I'm supposed to press on the Floor Complete screen to progress.
Hey! This is a bug ahh sorry, you can press the bottom part of the button when that happens, like inside the button but right at the bottom part of it. This was only an issue in the final build so we didn't see it in time to fix it sadly :( Sorry you ran into that!
Hope you still enjoyed the rest of the game up to that point - its an 'infinite' kind of game so the rest of the game is mostly the same but with somewhat scaling difficulty the more floors down you go :)
Ah, thanks!
Now that I've played more of it: The idea has potential but I don't think you figured out how to put that potential to work in time. Maybe it's because you have too much power over things. It's fun to build a path through the dungeon with the squares you want to visit along the way, but there's no down-side to just making a straight line full of treasure. If you'd had time to figure out some kind of risk-versus-reward dynamic to go along with that then this could've been quite good. But I can admire how ambitious you were, and how well you did it in the time limit.
Thanks for the feedback! Definitely agree, the features are there but the balancing and concept of our risk/reward system just wasn't there in time. The idea for having to place tiles with more enemies and such was originally that you needed the EXP the level up and make sure the next floor down wasn't too strong for you, and to get more items - but without having time to balance what map fragments the player was given, it definitely is possible to just avoid playing threats altogether or allow for paths around when necessary. Hopefully stuff we will solve in a post-jam version!
Cheers again for your feedback
I really loved the art style of this game! It was different and unique i loved it. Great gameplay as well. Great job on this game! Would love it if you checked out my jam submission as well :)
I loved the art style and the general concept! Maybe I wished more control in battle but anyway looks good!
Thanks! Yeah, if we had more time I think we would have wanted to add extra 'actions' the player could use during battle on top of the auto-attacking, but sadly we ran out of time :( Glad you liked it though, thanks for playing!
The game is fun, and has a cool idea. But I think it could have a better presentation! 👍
Sorry you didn't like the hand-drawn style, but thanks for the feedback! What did you like about it?