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A jam submission

Dungeonmeister MeisterdungeonView game page

Are you the player or are you the dungeon? Yes!
Submitted by aRandomCoin — 1 hour, 18 minutes before the deadline
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Dungeonmeister Meisterdungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#21143.0003.000
Creativity#23753.2923.292
Overall#25263.0833.083
Presentation#28682.9582.958

Ranked from 24 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?
Dungeonmeister Meisterdungeon is a 2D platformer puzzle game. Each level consists of a pair of two rooms. In the first room, you control the Player character. You move left with the “A” key, right with the “D” key and jump with the space bar. Your goal in the first room is to traverse the traps and hazards and make it to the exit door. However, all of your key presses are recorded and time stamped in the first room. In the second room, with the Roles Reversed, you become the dungeon. You now control the traps and hazards using the mouse to activate one-way triggers (triangle buttons), two way switches (round buttons) and to drag platforms labeled with a left-right arrow. Some buttons and triggers control more than one element of the room. Once you open the initial gate, a timer starts and your key presses from the 1st room in the level are replayed at the exact same time stamps. Your goal is the same, to get the Player safely to the exit door. But now you do this by controlling the room to provide a path that works for your recorded moves. Some levels have two rooms with similar layouts, but for some levels, the layouts are radically different. The challenge is to create a series of key presses in the first room as the Player that lets you beat the second room with the Roles Reversed. You may need to attempt the second room in each pair multiple times. Press “R” to restart the room you are currently in. You may also need to record a new series of key presses. Press “T” to return to the first room to record a new set of key presses and timings.

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

Submitted

Love the reference in the title! XD  Difficulty can be a bit unfair at times, but I enjoyed the challenge

Submitted

Hey, think I found a pretty significant bug - in the below level, it's possible for the player to just walk off the right side of the screen. Probably because the door is in a different place than usual. 

Unlike many reviewers I was often able to win on my first try, since there were little cues like platforms in unusal places that made me do the right thing - the only level I really struggled with, funnily enough, was this one (which was the last one I played up to). This is a concept I'm very fond of, letting the player work together with themself, but I do think your level design could have been better in some cases, particularly this last one. imo you want to make the intuitive thing in that first playthrough the right thing, since playing through the levels without the traps is really a palette cleanser. You hit the mark on this some of the time, and missed in other cases, and I think it would have been best to make your first level like this in particular - doing otherwise set the wrong expectation for the game. 

That being said, all of that is pretty nitpicky. I like this game! You have cute art and a well-presented premise. I particularly liked the level where one falling pillar turned into two, with covered spike traps, which let me adapt to choosing a different path through the room than the assumed default.

Submitted

Submitted (1 edit)

Amazing game, very difficult in some instances, but of course during the jam is hard to balance difficulty curves, so good job!

Submitted

I like the idea a lot! It did feel like I had to fail in each room at least once and it was a formality to do the first attempt. Also the door knocks me on the head a bunch because it's not in the first run.

Still, really great stuff. I enjoyed it!

Submitted

Good game, very hard! Love the art and music 😊

Submitted

Great game, and very interesting puzzles! I wonder if there would be a way to play the second level first so you have some understanding of what's to come and can plan ahead without ruining the concept of the game, but good job!

Submitted

Great job! Simple to understand and start playing. Like others have mentioned the difficulty curve could use some adjusting but great work with the limited 48hr window!. With a little more polish this could be a fun game, great time waster! Keep it up!!

Submitted

thats a fun puzzle

Submitted

I like the idea, the platforming part needs some more work, but overall nice entry. I got stuck at level 3 where you had to move the platform, didn’t even know that was possible until I accidentally found out :D

Submitted (1 edit)

Great idea to keep reversing the roles and not just let the player control the dungeon. At first I thought the game was bugged but it took me a while  to notice that my jumps were bumping into the door. The game blacked out though when I accidentally pressed R and T at the same time but I'll give it a try again when I get the time. 

Submitted

It was my first idea a the start of this jam.

Nice try, i think its better if we can see the interactable objects at the begining. Also we must die once for the first try of each lvl.

Nice game !

Submitted

The art, gameplay, music are AMAZING. The mechanics are dope. Only the difficulty curve needs some work, but aside from that... this game is awesome, deserves a good rating.

Submitted

Nice game! Great graphics and music! I ran into one bug where the knight can get stuck in the walls. I accidentally pushed him against the wall. 😂

Submitted

Well done on bringing your idea to life in the game.

Submitted (1 edit)

Some puzzles are nice when you can adapt in real time for the path you already made. It can feel a bit cheap when you just can't know what the trap will be the first time you play and cannot avoid it unless you restart. Also having some kind of marker on the ground for precise traps like the flames would have been nice. 
In any case the idea is neat.