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Abyss Architect's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #861 | 3.889 | 3.889 |
Overall | #1891 | 3.291 | 3.291 |
Creativity | #2470 | 3.254 | 3.254 |
Enjoyment | #2893 | 2.730 | 2.730 |
Ranked from 63 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?
Our team's approach to the theme was to turn a dungeon crawler on its head. Our initial inspiration was games like Hades where monsters spawn into ruined chambers and attack, and clearing a room unlocks another random chamber. In Abyss Architect, you choose the chambers and you control the monsters, and your goal is instead to kill the hero.
Did your team create the vast majority of the art during the 48 hours?
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?
We created the vast majority of the music during the game jam
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Comments
The art is amazing and the game feels overall polished. Great stuff!
Found it a tad confusing at first but after a little while I got the hang of it, good fun and I liked the art!
I like the visual style and the overall level of polish. It is possible to trap the hero in a constant back and forth with the archers, though moments like having the hero chase one unit while others attack made it feel a bit more tactical.
Cool artwork and concept! I managed to beat the game as I lodged the hero into a spot in layout 3
The game was fun but I couldnt beat it. The idea of the game is very good but the game isnt as much polished as it could. Anyways you did a great job :)
As other commenters have pointed out, the game is a bit too hard since the hero has very high HP, but the game is fun nonetheless and has a cool artstyle.
I had a lot of fun with this game! For me, the hero was health was balanced well as I was down to my last few archers on the last stage when I final killed that pesky hero. The interactions were clear and I quickly picked up on how to play. I would like to see more!
I like the idea (I like seeing how different people take the same idea I had in very unique directions), but I think it could use a bit more polish. As others have said, the hero's health is too high, and there isn't much feedback for when the hero takes damage
I think more variety in minion types to allow for some more strategies would also improve the game
Overall, I think it is pretty good for being made in 48 hours, and could be made way better with some more time put into it.
Cool concept! The controls are intuitive and the art is amazing! Unfortunately I couldn't defeat the hero, would love to see what happens then :)
i know a lot of people have said it but the hero's hp is too high. i only beat it by getting into an infinite loop in chamber 2. i understood the green circles and the cluster system, but the pathfinding was weird and it was kinda hard to control. this is a really cool concept though and it looks good, just needs a few balance changes
I can see this game being played like an RTS game. But the hero's HP is too high, which doesn't deliver the feeling u mentioned in the game described "and make the humble hero's life a living nightmare".
The controls are a bit hard to play around with, especially with that green circle that I don't know what's its purpose. On the other hand, I like the polished level with animated scenes, cards, and UI. And I like the idea that u can just change the map. Gives me the feeling of being a powerful lord even though the map differences aren't that obvious.
With the number of AI objects in the scene, making everything work in 48hrs is still impressive. Simplifying the controls and making 'us' more powerful would make it feels better IMO.
Yeah hero hp being high was a bit of a last minute addition as some other systems in the game couldnt be made in time. Ideally it would be a 3 life system where the hero gets stronger every time hes killed and the replacement health system due to time constraints is just balanced around the hero being killed in the final chamber so people can experience the game without it ending early
Green circle just shows all of the monsters in the monster cluster youve selected (you give commands to clusters rather than individual units)
I Like The Game... I Feel As The Story Is Just Right! I Do However Feel That Choosing A Layout Before Getting Into The Game Isn't Really A Good Choice... Maybe A Tutorial Or Something Would Be Nice... But I Understand It Was Made In 2 Days :D
Hero has too much HP, and I wasn't really sure what the strategy was intended to be. Maybe this would be more interesting if the unit's strategies were written explicitly in the game, so that I know what they each do when I attack with them? Especially with the archers, I was confused as to why they were moving towards the hero as they shoot.
Yeah having it explained in game would be better. The attack command makes units move towards the hero while neutral makes them stay in place. Ideally would have some stuff in game explaining it a bit more but the 2 day limit can be pain sometimes
Nice idea, but seems like hero has simply too much of HP…
Great game! I like to see the many different interpretations of boss vs heroes 😊
I feel that the hero is maybe too bulky? It took a couple of chambers and monsters jumping at the hero at the same time to do damage, but it was pretty satisfying! Nice job overall!