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Dungeon Crawl's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #91 | 3.900 | 3.900 |
Overall | #106 | 3.725 | 3.725 |
Gameplay | #110 | 3.400 | 3.400 |
Audio | #125 | 3.300 | 3.300 |
Authenticity (use of resolution restriction) | #146 | 4.300 | 4.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
I worked alone, it was still fun though. Sadly I could not make everything I wanted to, but it still ended up being fun at least :)
Was the resolution a challenge?
Actually not that hard. I felt like I could focus on my Ideas instead of worrying about details in the look too much. Some things were still hard to make at such a small scale.
What did you learn?
As always I scoped waaay to big and ended up having to scratch the whole menu ^^" its not too bad, but still.
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Comments
Very nice bones to this! I included it in my LowRezJam compilation video series, if you’d like to take a look. :)
Thank you very much, a compilation of all games sounds like a lot of work, good luck with that ;). There will be an update for the game in about 2 weeks. It will add a real goal, some minor bug fixes and a lot more juice to the game, so check back in, if you'd like to see that.
I liked the concept of needing to memorize the map at the beginning of each dungeon, but the game could use some more polish. For example, because the fighting happens automatically (and isn't turn-based), you can't choose to leave if you start to lose. So, in my case, I got injured pretty bad during one fight and had very little health moving into the next dungeon. The map randomization in the next dungeon had two traps between myself and the end and no way to heal, meaning there was no way for me to win.
thank you very much for playing and the feedback.
I am well aware, that it still needs some more polish. Not being able to end a fight is intended though, it's supposed to make you pick your fights carefully. To make this a better experience and really show you that you are supposed to pick, there will be some indicator on how strong your opponent is and a tutorial, that tells you about this in the future. Do you think this would have also been fair for you?
Cute game.
It would be great if there were a way to look at the map at any point in time. I felt kind of lost, and knowing what is where would have been very useful for planning a strategy to get through a particular floor
Needing to memorize the floor layout is an interesting challenge, which I enjoyed. I don't know what my ghost friend does, but I will die for them. Traps seem to be very strong and frequently appear in unavoidable locations.
The game overall meets the 64px requirement, but the health bars and potions when hovering don't.
Having to remember the layout was a good idea, I totally missed it at first and I understood while moving to the second level :)
Thank you :)
Fun little dungeon crawler! Nice idea to show the dungeon layout only in the beginning. :) Unfortunately the game froze after I used a speed potion. (I think same bug as goddommitdom mentioned.) But still enjoyed it!
Thank you very much :)
Uhh, that's unfortunate, I will look into it after the jam. I don't think it is the same problem, because the problem of him was because of the sound being a MP3 file ^^". This problem here is waaaaaay worse :D
Oh okay, then maybe if it helps you track the bug: Before it crashed the sound effect played in a loop for a few seconds. 👍
Great job! Needing to memorize the dungeon layout was a good mechanic.
thank you :)
Great graphics! Obviously after a few levels it gets repetitive but it could surely be turned into a really cool game :)
Thank you very much :)
Quick note: When I drank a red potion for the first time, the drinking sound kept looping forever.
Thank you for mentioning, I will try to fix it :).
And thanks for playing.
EDIT: Should be fixed now ;)