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Quadforce's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #3941 | 2.711 | 2.800 |
Overall | #4932 | 2.173 | 2.244 |
Enjoyment | #5086 | 1.936 | 2.000 |
Presentation | #5572 | 1.872 | 1.933 |
Ranked from 15 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?
It is a dungeon-crawler roguelike but you control the enemies
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Part of what makes the formula of dungeon crawlers is that enemies are spaced out only a few to a room. In this game, I can order all of my troops to retreat a few rooms away from the hero, then swarm the hero all at once.
I have no idea how you could balance this unless there was more than one hero and you were trying to keep them all away from a central treasure room.
At that point, you could add elemental damage, so there has to be some strategy of dispatching the right monster depending on the hero's weakness or figuring out how to divide up your army when fighting on 2 fronts.
I think the objective of the game could be made a bit more clear---my first attempt seemed to end in victory, but I didn't feel like I was doing very well (several enemies died, and I was only playing for around a minute when the game ended). It's a good start, though! I like the classic roguelike-styled room layout.
Thank you for the feedback. Hopefully next year we can make something good.