Play game
One Room Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Relevance (Creative Expression of Theme) | #15 | 4.143 | 4.143 |
Overall | #64 | 3.375 | 3.375 |
Technical Excellence (Design & Engineering) | #84 | 3.143 | 3.143 |
Aesthetic Flair (Graphics & Sound Presentation) | #103 | 3.357 | 3.357 |
Immersion (Gameplay & Storytelling Engagement) | #103 | 2.857 | 2.857 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Made by One or Two People
yes this was made by just me / us
All Original Content
yes everything was made during the jam
Leave a comment
Log in with itch.io to leave a comment.
Comments
The concept of rotating the space around was a really creative use of the "One Room" theme! I'd love to see an expansion of this mechanic, both with unique room geometry as well as attacks that make use of the rotation ability!
As it is currently, there isn't much need for manual level rotation in combat. You could use level features such as destructible cover or enemies that are vulnerable from different angles.
I could also imagine a boss attack where your current floor is filled with some telegraphed hazard, and you need to rotate the room to avoid it. Any excuse to give the players some excuse to engage with the mechanic of rotation!
Also, I really appreciate how your enemies with projectiles clearly telegraph when they're about to fire. These types of affordances are often forgotten under time pressure, but benefit the overall feel of the game.
Well done!
Thank you so much for the feedback! I love the idea of incorporating destructible hazards.
Nice work, the concept was really interesting. The art was also nicely done.
Thank you so kindly! I'm not super experienced with art and opted for an 8-bit style.
Thanks again!
I think this concept has a lot of potential. Others have already pointed out that there isn't much of a reason to rotate the room when clearing out enemies. I'd suggest having enemies that can only attack in certain directions, or do more damage when attacking adjacent walls or something like that. Simple rules that when combined create complex decisions could make the concept work better. I'm sure you already have plenty of ideas that you'd like to try out as well.
I think the game could also benefit from more audio cues. Things like a ticking noise for the last few seconds of the countdown to a random rotation or a noise when the rotation cooldown ends could make gameplay just feel better.
I had a lot of fun playing this game! I'd like to play it again in the future if you continue working on it after the jam!
What a wonderful idea! I think having an enemy that could only affect the wall's they are on would be an incredible addition.
Thank you very much for the feedback!
I really loves the concept. Great Work!
Thank you very much!
Cool. This room flip idea is beatefull. I wanna play more levels of your game.
Thank you so very much for the feedback!
If you stick to the wall, you can noclip when it rotates and the next rotation sends you outside the map. But I've only been able to do it once.
It's cool and I feel like a faster cooldown would make it better, more intense
Thanks for the feedback. I'm aware of the clipping issue with the wall and its one of the major fixes I want to put into the game if I spend more time with it outside the jam. Good idea on the cooldown.
If you stick to the wall, you can noclip when it rotates and the next rotation sends you outside the map. But I've only been able to do it once.
It's cool and I feel like a faster cooldown would make it better, more intense
Thanks for the feedback. I'm aware of the clipping issue with the wall and its one of the major fixes I want to put into the game if I spend more time with it outside the jam. Good idea on the cooldown.
Nice concept, I love having to be in a room where enemies can come from the top, left, right or bottom. I rarely saw the point in rotating the room apart from getting to the flag since you can just stay where you are and shoot the enemies. The combat was cool! I found myself wanting to play again and again just to beat the boss at the end and have the end game screen. Good work!
Wow! Thank you for such flattering compliments. Yes, I can see how the rotation effect should have an extra feature to make it more useful.
Thanks again for the feedback and have a good day!
Nice game, I really liked how you went with the rotation of the room as opposed to something like jumping!
Thank you for your feedback! I almost included a jump, but it made it too easy to avoid the enemy instead of smarter use of the room rotation. Maybe if I revisit it and add hazards to the wall it would be a cool addition.
Thanks again!
The concept is original, but the gameplay feels a bit dull, adding a bit more juice and fast paced action would have made this game amazing. I also noticed that rotating the room is a little buggy, and you sometimes fall out of the world, so that was a bit of a weird experience for me.
Thank you very much for the feedback! I definitely agree with your points. I attempted adding more enjoyable bits to the game-play with the mid-game power ups.
The room rotation bug is one of the major hotfixes I've got in mind when I return to the game, but I spent too much time trying to fix it during the jam so I implemented a small workaround.
Thanks again and good luck!
One suggestion I have that would most likely heavily simplify your code is to just simply rotate the camera, instead of everything within the room, but I'm not sure how you're doing it already so your way could be simpler.
Oh, that's a cool idea! The code isn't too complicated at the moment. I think the issue lies more in some collision shenanigans. Either way at some point I'll make the whole project public on github if anyone wants to check it out.
Never found a need to rotate the room besides getting to the goal, not sure what it adds TBH.
That's fair. The original concept was to use it to evade the enemy with little bit of pre-planning and evade any room hazards. The hazards didn't make it into the game before the deadline, unfortunately.
Thanks for your feedback!