Play Dungeon of Gestures
Dungeon of Gestures's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals(Graphics) | #1 | 4.500 | 4.500 |
User Interface (UI/UX) | #2 | 3.250 | 3.250 |
Overall | #3 | 3.300 | 3.300 |
Sound/Audio | #4 | 3.250 | 3.250 |
Fun | #5 | 2.750 | 2.750 |
Overall | #11 | 2.750 | 2.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://neozar.itch.io/dungeon-of-gestures/devlog/883300/updated-gameplay-visuals-v-12
Developer Feedback Questions
How the game feels?
Is gameplay easy to understand?
Did you feel that something missing while played?
What would be the first thing to improve?
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Comments
The base idea is nice, but there's a rough start and feel like it introduces too many spells at once.
IMHO the game should add just something like just 3 spells at start, then slowly add more so the player can memorize them more easily.
It wasn't very evident that I needed to use a specific spell only to actually win, probably there could be some big flashing sign "YOU NEED TO USE THIS SPELL IN SPECIFIC" at the first round ><.
Also I think it's some kind of game dev sin that the same version of an enemy will need different spells to defeat. Like one of the core principles of a game is connecting visual cues, "this wolf-looking enemy was vulnerable to fireball last time I fought them, next time I see one like them I should use fireball again." Enemies that share the same sprite should share the same specific weakness.
Otherwise a good combination of graphics and music with a nice gameplay loop after you actually memorize the spells, see how far you can ge, great job!
Similar to the Dota 2 hero Invoker. See https://www.invokergame.com/
I really like the art style and music. It took a while to get the hang of it, but after playing it a bit, I figured out how to paly the game.
Very nice graphics! But I had a bit difficulties to understand the concept of the game. I managed to kill just five monsters in one go before I died. It should show the damage each casted spell did to the opponent. The torches are certainly a nice optical improvement. Maybe some more sophisticated animation when you defeat a monster would be nice.
Thanks for the comment!
There's no damage at all, you are supposed to cast a correct spell each time enemy switches. Once correct spell casted enemy is defeated. Required spell prints at the top-left corner, as an instruction.
ok, so I played it again. Makes more sense now, don't know why i have been blind before. I managed to kill some 20 monsters now. But I got the feeling that there is still something missing to make the game real fun. Maybe the sort of monster could have an influence somehow. As for now the monsters seem to just have different images and that's it.
Good game. I think it could be improved by placing icons of the powers to do to activate them with the mouse. And also that when you die it tells you the spell you need.