Really fun to find the balance and make the dungeon evolve. Good concept !
Play piece of art
Dragon's Scale's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #151 | 4.277 | 4.277 |
Overall | #171 | 4.113 | 4.113 |
Enjoyment | #328 | 3.894 | 3.894 |
Style | #478 | 4.170 | 4.170 |
Ranked from 47 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?
The player needs to adjust the difficulty scale of a dungeon to not be too easy or too hard for npc adventurers. The dungeon also scales in size :p.
Development Time
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Comments
10/10 Reminds me of how bad I am at game design (Fr tho great game!!!)
Being scared of making the game’s scope too large we originally didn’t even plan on including the paladin, goblin, hand of god or the invisibility potion, hell we didn’t even plan for room variants. I have to say that in its current state I’m rather proud of how much stuff we managed to cram in.
Thank you for your comment, it means a lot, and yeah maybe we’ll revisit the game after the jam or when we finish our other project we’re working on right now.
Also maybe we could’ve added more content if I hadn’t spent like 4 hours debugging the wizard or another 6 with our artist making sure the opening cutscene was working correctly.
We decided that the player shouldn't be able to remove placed monsters to make the game harder. In our minds, it would be more interesting because now the player has to counter a given hero without making the dungeon too difficult for other heroes. So the player has to leave room for health potions, combining certain monsters and traps, and balancing those things to make the dungeon beatable for every kind of hero. We were afraid that without this the game would become trivial, but seeing the feedback from players, many of them are not fans of this mechanic.
So (if we decide to make a full version of this game) I'm thinking about this: adding the ability to remove monsters and traps, but it would cost some money and the price would increase every time an object is removed.
The balance feels a bit off but the idea is fantastic and the art style is incredible! Mouseover text for the units and upgrades would save a lot of opening and closing the help menu.
Killing the adventurers is tough, but I still liked playing the game. I also like the art and how you had to plan out different methods to kill various adventurers.
This game is really fun! I had a good bit of fun optimizing my placements across runs to work for every hero type... and then I realized there were other rooms! I felt really silly lol, but the game has a really good loop and it's quite satisfying to play for a high score. Good stuff!
I like the concept and mechanics, it's a very fun game! also the voice line in the title screen makes me laugh. Great job!
The concept and art in this are really cute! (and I always love a good pun)
This one was perfect for last year's game jam's theme too! Great job!
One of the best games I played! though, one annoying thing is that you can't switch out slots once something's placed
That intro cutscene is incredibly well done. Really excellent job in general, great idea and excellent art. I really like how the adventurers all have their own attack patterns you have to design for, since it gives the game a lot more depth.
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