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Tiny Ghostie Dungeon Prototype's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #4979 | 2.121 | 3.000 |
Creativity | #5179 | 2.210 | 3.125 |
Overall | #5261 | 2.033 | 2.875 |
Enjoyment | #5477 | 1.768 | 2.500 |
Ranked from 8 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?
Set up enemies in the dungeon, then switch to a new player to fight them.
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?
Yes
We created the vast majority of the music during the game jam
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Comments
“Prototype” is right, but what is there is suggestive of a potentially very exciting game, should it be fully fleshed out.
As of current, the actions which the player can perform are simple: As the dungeon master, you can place 2 types of ghosts, or swap to the dungeoneer; and as the dungeoneer, you can attack or swap to the dungeon master. That’s it! Though no other options exist, I could easily envision this being extended to the dungeon master being able to create complex dungeon setups with the dungeoneer traversing them with equally complex set-ups.
The choice of graphics was excellent. Picking bright, small-sized pixel art—combined with the name—really leans into the “cute” sense, rather than aiming to be something grim. Though, a gameplay perspective, I do wonder about the logistics of having the dungeon master have a first-person view rather than a top-down perspective, perhaps something to investigate.
I’m also slightly confused by the interaction of the dungeon master & dungeoneer. Is it meant to cooperative, where the dungeon master assists the dungeoneer without overwhelming them? Or competitive, where the dungeon master tries to overwhelm the dungeoneer whilst inadvertently assisting them? Either of those options sound interesting, though possibly hard to implement in practice given the fact that really both characters are controlled by the same person as of now. Unlike similar tools, such as Super Mario Maker, I do think that this game may benefit from separation of responsibility of the maker and player as separate individuals.
Perhaps—though very much outside what I imagine your current scope is—you could have some online compatibility, where one player becomes the dungeon master and the other the dungeoneer. Honestly, the potential this prototype extrudes is fantastic, it could be taken in so many unique and fascinating ways, and I’ll be curious if you develop on any of those.
Thank you for your review <3
My original inspiration was a bit of Loop Hero, where the player crafts their own challenge and are rewarded for making it more difficult. In its current state it could work in all the ways you said with lots of opportunities!
“Prototype” is right, but what is there is suggestive of a potentially very exciting game, should it be fully fleshed out.
As of current, the actions which the player can perform are simple: As the dungeon master, you can place 2 types of ghosts, or swap to the dungeoneer; and as the dungeoneer, you can attack or swap to the dungeon master. That’s it! Though no other options exist, I could easily envision this being extended to the dungeon master being able to create complex dungeon setups with the dungeoneer traversing them with equally complex set-ups.
The choice of graphics was excellent. Picking bright, small-sized pixel art—combined with the name—really leans into the “cute” sense, rather than aiming to be something grim. Though, a gameplay perspective, I do wonder about the logistics of having the dungeon master have a first-person view rather than a top-down perspective, perhaps something to investigate.
I’m also slightly confused by the interaction of the dungeon master & dungeoneer. Is it meant to cooperative, where the dungeon master assists the dungeoneer without overwhelming them? Or competitive, where the dungeon master tries to overwhelm the dungeoneer whilst inadvertently assisting them? Either of those options sound interesting, though possibly hard to implement in practice given the fact that really both characters are controlled by the same person as of now. Unlike similar tools, such as Super Mario Maker, I do think that this game may benefit from separation of responsibility of the maker and player as separate individuals.
Perhaps—though very much outside what I imagine your current scope is—you could have some online compatibility, where one player becomes the dungeon master and the other the dungeoneer. Honestly, the potential this prototype extrudes is fantastic, it could be taken in so many unique and fascinating ways, and I’ll be curious if you develop on any of those.
Really fun idea, i got the score of 3000.
The graphics are really nice and the game feels smooth but its easy to cheese, like putting 1 enemy at a time and killing it.
Really nice submission.
I would be happy if you checked out my game.
Cheers!
Thank you! <3 I agree on being easy to cheese :D
Hey!! Cute game. I really really love the artstyle and rendering!! But right now there doesn't seem to be that much of a motivation to not just summon one enemy at a time and gain 100 score one by one which could be a bit boring. Maybe make it so you lose health if you don't kill x number of enemies within a time limit?
Well done for submitting an entry :)
Thank you! And yes, definitely opportunity for cheese strats in the current state of the game, the game loop will need some help if this game gets some future work done on it.
I like the idea of setting up a bunch of enemies that a friend could then go through and face. My biggest issue was that the mouse was super insensitive and felt like it dragged a bunch. Great job!
Thanks for trying it out! And thank you for seeing where the idea could be a lot of fun!