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Dungeon Warp's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1622 | 3.500 | 3.500 |
Overall | #1948 | 3.272 | 3.272 |
Creativity | #2038 | 3.395 | 3.395 |
Enjoyment | #2352 | 2.921 | 2.921 |
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?
I believe it fits pretty well! You move the world around you instead of the player to solve puzzles.
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
This is a good concept! It was unfortunately very frustrating to play at times. It was far too easy to get stuck in the wrong rotation, and you seemingly can't go back more than one room so I had to refresh several times until I got it right. It was also very easy to forget when the room was close to the edge. Maybe adding walls that appear at the edges of the screen when the room gets too close would help with readability. The UI was also staying selected after being clicked on which was very distracting. This can be solved in Godot by changing the focus mode to "None".
Overall, you did well for the time limit and this could definitely be really good if you took the time to improve it once the jam is over. Good job!
Thank you for trying it out!
I am still a bit confused about how you were able to get stuck in the wrong rotation, it should not be possible to get stuck in such a way that you cannot fix it by going back just a single room. Can you send me a recording? or a GIF perhaps?
And thank you for telling me how to fix the UI staying highlighted! I wasn't able to find a solution even after searching for around 10 minutes.
After the first rotation room I was able to get past the next one, but the room after (the locked door one) required me to go to a path that was inaccessible because I was rotated the wrong way. The issue was that the room between them was possible even when you were facing the wrong direction. For reference when I entered the locked door room the locked door was on the left
I was able to figure it out after restarting a couple of times so even just adding a restart game button would work well enough if that's the type of game you're going for (maybe add checkpoints too if you make it longer)
You, my good sir, just found a way to get soft-locked in a way that wasn't supposed to be possible. In fact, you did something that everyone else, even I, thought was impossible. So props to you for breaking the game.
I'm running into too many problems to finish the game sadly, however, I relly like the idea and the 1bit graphics are beautiful. The problems are the following, since you can only rotate some places you can make it so you jump into an un-rotable room and you can't go back nor forward and you are forced to restart the game, also sometimes I died without knowing how I died, is there fall damage?
Overall I like it a lot, but needs some polishing.
Sorry to hear that! You can indeed go back to the previous room. There is a button to do so on the top-right.
As for the random death after restarting, it is a bug that I am not sure how to fix. Restarting the level fixes the issue so there is no need to worry about it.
Thanks to your reply, I decided to play again and this time found the "go back to the last rotating screen" button, it was at the other side of the screen, I'm glad I got to finish it, don't like leaving the games unfinished. I enjoyed it a lot ^^
Good execution on a good concept. I ran into an issue where occasionally the R or F key would stop working and not let me toggle the rotation mode, not sure why, the only fix was to refresh the page (maybe something on my end, who knows).
Presentation is fantastic, however I at first got confused as to why the player couldn't move, which I had assumed to be a collision bug until I realised it's because the level is hitting the sides! When that realisation struck it made sense and I loved it.
From reading some of the other comments, it seems I'm not the only one regarding that. Maybe a simple shader that makes the side of the level that is hitting the edge glow or something? Explaining the mechanic is good, but it's best to show it because not everyone (like my lazy ass) will read it.
I didn't get to finish it, but the foundation is set for an amazing title. I wouldn't even be surprised if I saw this on steam for 15 moneys.
Thank you for the detailed feedback!
I agree that I should have done a better job explaining the limited movement mechanic in-game but the opportunity to do so passed much more quickly than I had the time to do so. Something to remember for my next game!
Although I have seen similar game to this concept, this is a very well presented and crafted one. Challenging and fun, congrats!
First impression so far I enjoyed it hope u update it or create better versions of this!!
What a great idea! I really enjoyed the game!
Just beat the game. Very nice that the room stops when it hits the edge. Sometimes with a lot of these "you don't move the player, you move the room" type games, it just feels like inversed controls. Also, the rotation staying adds a layer of complexity to your game. Nice work.
couldnt get of the main menu
Sorry to hear that!
I have once again updated the webpage with some more info explaining the game's mechanics including the not-very-intuitive one that is necessary to progress. Hope that helps!
I think its because he never realized that the world couldn't go off-screen. I initially also thought there was a hidden barrier
Enjoyable if a bit confusing. The mechanic of the room hitting the edge and when you can rotate the room definitely need a better introduction. Nice puzzles, you can definitely go further with this idea
It appears I have been struggling to explain those mechanics properly @.@
Anyway, I have once again updated the website with some more info about the mechanics of the game. Thank you for pointing it out!
Enjoyed but ended up a stuck on an exit, an invisible wall wouldn't let me get through! EEEK
Good job though, we all deserve respect getting anything done in this amount of time! You did it!!
Nice idea and it fits the theme very well :)
I ran into some invisible walls though (or I just didn't understand a mechanic)
Nice concept
I like the idea but the controls are kinda confusing; maybe related to some kind of problem or unexplained mechanic
The mechanics have now been (hopefully) explained via GIFs on the webpage.
Thanks for pointing it out!
I feel like there were some general collision issues that broke the game for me. I tried to play and it took a few restarts to even get "Start" to work, but then the first level had an invisible wall I couldn't interact on the left. Tried all controls including clicking the icons.
Love the concept tho and it looks very very fun. Would love to see this expanded upon honestly
Thank you for trying it out!
It appears that the idea of moving the room in the opposite direction to push the character into place was not as obvious as I thought it was (Whoops!). So I have now added a few GIFs to the page to hopefully help with this issue.
Oh let me take a look again and see if that helps my experience at all!
Played it again and while the gifs didn't really help that much I did realize what my issue last time was (it's a wonder what sleep and a break from doing ratings will do for you).
The amount you moved the room in the last room is stored between rooms, and importantly is also limited. So my invisible wall when I got to the first real room was just that I needed to push up against the wall on the right to reset my movement, before going left. It just wasn't super intuitive with that!
really nice idea and art style but only problem was that I managed to get stuck sometimes like falling forever on re-spawn and not being able to do anything about it as I wasn't able to rotate the room this was occurring in, after restart it didn't get me trapped any more.
pretty cool overall :)
Overall I really like the concept, the art was sleek and styilized!
It wasnt very clear when the player could rotate the room, I could only seem to rotate once throughout my playthrough which was when the game tought me about it.
Ontop of this, sometimes in the menu, i could not progress through any of the paths of 'Play' or 'Quit', which meant I had to reset.
I like the noise of the bouncing, however some mastering of the audio would go a long way, with a noticable pop being heard near the end becoming quite annoying.
Good game overall!
On point with the theme! I especially love the audio feedback of the bounce and the monochrome art
Do check out our little game Switcheroo :))
hmm, your idea is very similar to mine. art is very good i think