That was a lot of fun once you get the hang of it! Having there be three different types of traps with three different main strengths for heroes is a really good solution to stop players from just spamming one type of trap. I only really have two issues with the game, which is that the heroes move maybe too slowly, and the traps don't seem entirely balanced to their gold costs. I found all of the place-ables with hit-points to be obsolete compared to traps, since they would be rather expensive and once they were gone you had lost a bunch of gold, as opposed to other cheaper defenses that last forever. The dungeon maps could maybe be made smaller to incentivize usage of more expensive traps, but they would still need to be buffed. Overall though, I really enjoyed this entry!
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Dungeon Baller's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #4682 | 2.079 | 3.143 |
Overall | #5536 | 1.921 | 2.905 |
Presentation | #5715 | 1.795 | 2.714 |
Creativity | #5819 | 1.890 | 2.857 |
Ranked from 7 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, but you aren't the adventurer. Instead you must place traps to fend them off.
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?
No
We used pre-existing audio
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