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Ruddy's Dungeon Service's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #226 | 4.075 | 4.075 |
Creativity | #282 | 4.129 | 4.129 |
Presentation | #294 | 4.290 | 4.290 |
Enjoyment | #413 | 3.806 | 3.806 |
Ranked from 31 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?
In this dungeon crawler, you're not the hero but the dungeon's janitor instead
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
Really liked the idea! The artstyle is lovely. i would love to see more of the game with more dungeons!
Really charming, tight mechanics as well. It was fun rushing around the customers resetting things. Only thing I could want is more, well done!
This is a super cute, super well done game! Only thing that I felt was a little annoying was the vision cone going through walls, especially when you're in your safe room. Really great job!
Great work, all around! I don't have any critiques I could add, very fun, creative, and looks great. Good work!
I really enjoyed the art and music while I was playing, the aesthetic fit the theming really well. The gameplay was fun, and I think if it was expanded upon further, the core gameplay would be really enjoyable.
I have tried several games in which you had to manage a dungeon (at least 5) and I think this is the most original and the most complete in every way.
It has many layers of playable depth. You have to maintain immersion, the squares can only have one type of need, you can even start preparing the next one ahead of time because you see what it's going to need, kind of like the next tetris tile.
You've also done all the art and music and they're absolutely perfect. Even the menu looks good to me.
Unfortunately, one adventurer duck got boomed in my first game, I think he was trying to attack the skeleton from too far away and could never kill it :( but perfectly natural in a game made in two days.
Congratulations for the work, team!
Really cool ! Congrats !
Great game and cute art! I liked the randomness of the adventurer's AI and the fast travel vent mechanic, it made the dungeon setup strategies much more frantic and interesting to pull off. My only criticism is that the AI can waste your time by aimlessly walking around the dungeon even when all their needs are fulfilled.
This game is fantastic! Very polished, and lots of fun! Great job! There have been a few with a similar idea, but this is definitely the best dungeon caretaker game I’ve played among all the jam games.
aww that means a lot! yeah we were sure the idea of "being the dungeon" was going to pop up a lot, so we tried giving it as much a twist as possible. we're glad you enjoyed it <3
fun game concept, simple and fitting art style
goodjob :)
thank you! we didn't know which direction to take the art style so it's nice to see people liked how it turned out!
Your game looks really cool i wanted to try it but unfortunately there is some driver problem and i am not able to open the exe file :(
aww dang, no worries!
Very cute! I love the design of Ruddy and the customers. Pretty fun sneaking around the place and fixing things, even if I didn't have to move or swap things around as much I would've thought. Preserving immersion and fulfilling specific wants are good ideas. Nice job!
heyy thanks for playing! we did have a bit of a struggle with balancing, so yeah you can take a bunch of shortcuts and get away with it
but we're glad you were able to enjoy the broader experience <3
Fun and very polished game. Love it!
thanks for playing! we're glad you enjoyed it <3
A super well made game, hyper polished and sounds great too!
I think the idea to have only one object per room is great, it means you can't just put 3 of each thing near the exit and you'll be rapidly cleaning up the path ahead while trying not to be spotted.
The tips system is super smart too and I love the little touches like not being able to vent while holding an object. The detection meter is also very generous and the clients move quickly between things you have set up, which help to make the game super playable.
I also love how readable the game it, I always understood what my clients wanted and what each interaction did through appropriate icons.
An excellent submission!
heyy thanks a lot for the detailed analysis! we're glad you caught a bunch of the fine-grained design decisions (like the venting stuff, and the one-per room rule) - it's nice when those things don't go unnoticed in these sorts of events
we did have a bunch of things that we wish we could've improved/done differently along the way, but our main problem was a lack of playtesting, so if you managed to get a decent experience with what we delivered then that's sweet!
thanks for playing!
edit: btw, one of our teammates tried and rated your game and told us it was fantastic - we're all locked in to give it a shot soon, so stay tuned for some more ratings!
Ayye thanks so much!
Nice game! Loved the artwork and music!
10/10 I was way more immersed than my clients
if you get immersed at your job, you know it's a keeper ;)
Relly cool idea. It would have been better if player was able to put different treasures into one room. But still really good.
heyy thanks!
it's nice that you bring that up, given it was something we ended up discussing a bunch, and we didn't know how many people would actually point that out - we originally intended to give freedom to put things closer together, but it turned out to be a bit overpowered because you could cram a lot of stuff into the same room and forget about the rest of the dungeon. We also thought "hey if I'm exploring a dungeon I usually enjoy when I get to explore around instead of getting everything at once", but maybe there's some way to make it work so it's something to fiddle with in the future
thanks for playing!
REALLY COOL GAME!! The only negative thing I have to say is that the camera could be a bit more zoomed in, I found myself having to lean in towards my monitor when playing which got quite uncomfortable after about 5 minutes or so.
thanks dude!
yess, we had our arguments over screen size - you kinda lose a bit of the pixel art when it's too small, and it's also a bit hard to see what's actually going on. However it was already too late to change it when we finally got to play test... well what can you do
we're glad you liked it though! and sorry for making you uncomfortable xD
Took me a second to figure out what I was supposed to do, but I got it! And it's a really cool idea, almost like one of those kitchen simulator games where you have to deliver what the customer wants.
yoo I'm glad you caught the vague reference! we originally didn't intend to make it a "cooking-esque" game, but as we started introducing some of the mechanics we thought "hey this kinda plays like a cooking game, why don't we push it that way?"
and yes we are sadly very aware of the lack of clarity in finding out what to do - not a lot of time for playtesting, and that should always be a top priority, as we learned in previous jams :P
thanks for playing!
This was a really fun experience once I figured out what to do! I didn't quite understand what was happening other than that I shouldn't be spotted. Figured out what needed to be done and once that happened it was very fun gameplay, albeit a bit easy without much reprecussions for spamming things.
Lovely entry :)
heyy thanks for playing!
yeah we kinda had a lack of playtesting - literally the first two things we got scared of were not being clear enough about the objective/mechanics, and not balancing stuff enough to make for interesting decisions (as opposed to spamming, as you mention)