Interesting concept. Salute to your dedication!
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Tiles on track's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #2234 | 2.959 | 3.417 |
Overall | #3071 | 2.887 | 3.333 |
Creativity | #3133 | 3.031 | 3.500 |
Presentation | #3605 | 2.670 | 3.083 |
Ranked from 12 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?
Instead of controlling the hero on a dungeon, you create the dungeon at the same time that the heroe explores it.
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
Comments
Great idea. I tried to make the camera give you more space towards the direction the heroe (crystal placeholder) is moving, but there were definitely times when I would have liked to put more tiles beyond the camera. If there were a mechanic that rewards you for putting many tiles ahead (which is probably a good idea), the moving camera would be a must
That was so good! I really enjoyed it. The idea is simple but unique, and the emergent gameplay is surprisingly deep. You have to think quickly and sometimes make difficult choices. I would love to see you do more with this.
Hi, thanks for the feedback! Yes, the original idea was to punish the user dealing him damage if he stayed at the end of the track without adding more tiles. The thing is that you don't always have an available tile that could be put (sometimes because of the path restrictions, sometimes because it would kill you), so it would have made the game impossible for the player to finish it in its current state. But it's definitely a mechanic that should be added if we continue it.
I like the game. Just so you know I streamed it on Twitch. I think you could expand on this idea a bit more and I would encourage you to experiment because it has a lot of potential.
This game is well put together! Building your own dungeon is an idea that a lot of games tried to use, but I like the fact that this is somewhat restrictive, making it a responsibility you’ve got to keep on top of rather than it being what gives you power.
Lowkey pretty fun, I like the tile track cuz it makes the game feel a lot faster and more energetic than some of the other dungeon makers I've seen so far. There's definitely room for growth, but awesome job here!
Very cool game! I had fun :)
Just that after a certain time, i felt a lack of pressure to place tiles.
Personally i would like more if the hero take damage when you take too long to place a tile.
Absolutely! I planned the game with that thought in mind. But to make it work, it would have needed a much brighter tile providing algorithm for the conveyor belt. The conveyor belt has some logic behind it so it's not absolutely random, but not enough. So sometimes you just have to wait to get a usable tile. I'll definitely make that improvement if we iterate the game.
This is actually really cool! I love the implementation of the theme here!
Would be a really cool game if expanded a bit, and with 'bad luck mitigation' so you can't end up losing due to not getting useful pieces.
I'd appreciate it if you check out my game too if you have a minute!
Intresting idea, but there is a luck of gameplay. Would like to see more possibilities except heal and kill the hero (may be hero upgade?) Anyway, thanks, it was fun!
It was a fun game to play for a minute or 2 but it is hard to know what to do at the start. A tutorial would be nice. It is also hard to know what the objective of the game is. Do you want to kill the player or do you want to help him. This game could be easily expanded by creating new rooms new enemies and add some new power-ups. I could see this game become big someday!
Hello! Thanks for the review. We would have really liked to add a tutorial at the beginning, and we had also planned other type of tiles like traps and more variaty of enemies with more feedback about what to expect. Also, adding power-ups (like other kind of potions, for example having a faster attack momentarily) it's a great idea, since you can save some tiles to use at the most convenient moment.
I love it! It's fun to plan what to place ahead and reserve tiles that you might need later, some strategies involved basically. I think the difficulty can be upped a bit, like maybe if the player reaches the end of the dungeon and you didn't place a tile, you lose or something.
Hi, thanks for the review. You know that it was in the original idea to make something to hurry up the user and not letting him wait until having the conveyor belt full, like hurting the heroe if he stays too long in the same room. But we didn't have time to implement it. We also adjusted the tile selector algorithm in favor of giving more potions, to make sure the game could be completed (we tended to die at the Minotaur a lot before that, the 3rd kind of enemy), but we could definitely continue improving that algorithm.
This game was really fun! I had a good time planning how to use the dungeon tiles given to me, and reminding myself to save some of those corner pieces for when i really needed them. A quick tutorial could be useful, as my first attempt did not go very well, haha.
great job on this!
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