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DungeonDigger's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1488 | 3.250 | 3.250 |
Overall | #2106 | 3.222 | 3.222 |
Presentation | #2308 | 3.208 | 3.208 |
Creativity | #2602 | 3.208 | 3.208 |
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?
Swap roles of world map and main character in roguelite genre. Upon death you upgrad the map and the character is randomized.
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
Interesting idea
Cool concept!
really neat concept! I like the idea of being able to choose the next room. if you take the game further, it would be cool to see some info on the next room so you can kinda plan out the dungeon, and maybe make them more or less expensive based on what the room is
This is really fun to play! Love how smooth everything feels and I'm impressed this was all done within the 2 day time limit. Would love to see this idea further developed~
Nice job! I, as per usual, forgot to read the notes at the bottom, so I was really confused as to how this was "roles reversed" until I died, which ended up being a really enjoyable twist. When I was planning for this, I wasn't able to come up with a role-reversal that didn't somehow involve an AI agent taking the place of the player, but after playing this, I'm realizing that it wasn't necessarily the player's agency that had to be reversed, rather just some property that traditionally belongs to the player (in your case, it was the player's upgrade system going to the world, and the world's randomization system going to the player). Even if to you this seemed obvious, I think that was really well thought out!
I think something that the game is lacking in is readability: in order to make this sort of game work, the player has to be able to connect points on the map to the current room, and because they can only access one or the other at any given time while playing, they need to be able to remember the room layout. Here's the problem: if it weren't for the enemies and barriers, all of the rooms would be completely identical.
The simplest change I think you can make to fix this to add small cosmetic alterations to each of the rooms, sort of like what you're doing with the barrier blocks already. Easier said than done, of course; I know how confusing procedural generation can be, even in its simplest form. The fact that you pulled off a functioning procedural generation algorithm in under forty-eight hours, and, at least from what it sounds like, you've never attempted something like this before. Great job!