Play game
Twisted Dreams's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #24 | 2.778 | 2.778 |
Visuals | #30 | 2.889 | 2.889 |
Overall | #43 | 2.222 | 2.222 |
Theme | #54 | 2.000 | 2.000 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
-Kind of confusing on where i am during the gameplay, i think a mini map or something that helps you move around would help a lot!
-I didn't catch what it had to do with the theme.
-Audio was nice and the art was cool, maybe polishing a little on the UI would make it more visually appealing.
I like the concept of the procedural generated map its really cool, but for the sake of this Jam it feels like it need a little more adding for the theme :D.
thanks for the feedback!
- music is interesting but also a bit grating for repeated play
- how do I select options from the popup menu?
- inventory has "test asset"
- can't figure out how to select options from the popup menu such as fight/recruit/flee
- "moonish" sounds narratively interesting
- text overlaid over interaction box when I interact with the item which pops up the E button
- walked to a door and now I'm blocked in by a NPC. I think they are attacking me but not doing any damage.
Overall, I can't figure out how to make the game play, but the concept sounds cool!
thanks for your feedback!
I do like the concept of this game a lot. A procedurally generated, nightmare themed dungeon crawler sounds great. I do agree with the other reviewer though that it definitely needs more polish especially from a game design and programming perspective. Maybe if the doors were color coded with the clocks, it would make it easier to understand which clock opened which door. It also took me a bit to realize the clock alarm ringing I was hearing was trying to lead me to the clock and wasn't just random background noise. Also, I experienced the same thing the other reviewer did that the enemies died in one action. Maybe this was left over debug/testing code? Also, being able to decide whether or not you want to fight the monsters somewhat defeats the purpose I feel. I also think that, and this is just a tic-tacky thing, maybe Unity wasn't the best choice for this game. I understand if that's what you are comfortable with (and it actually is quite good for a top-down 2D RPG in Unity) but maybe Godot or one of the (many) RPG Maker engines would've been a better choice, the latter automatically fixing a lot of the polish issues you are experiencing. I hope these comments and feedback are helpful to you.
this is very meaningful feedback, I appreciate it a lot!
This entry definitely needs a lot of polish. Got stuck in the walls in the first room, the battle controls are confusing and half of them don't do anything. Actually, the controls in general need some serious rework. I enjoyed the exploration aspect, but found it impossible to tell which switches controlled which doors. Also, enemies always seemed to die in a single hit, no matter how far from the start I was.
thanks, we appreciate the feedback