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A jam submission

Dungeon RailsView game page

Timed puzzle game. Play your hand of tiles correctly in order to bring those pesky heroes into your traps!
Submitted by Rastark, EveRuth, SugarNaught, petruz, Mattia Ventura - Sound Design — 2 days, 15 hours before the deadline
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Dungeon Rails's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation/Theme (If the optional theme is used)#43.8573.857
Overall/Fun#53.4293.429
Overall#53.5713.571
How polished/complete is it?#103.4293.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

This was a fun game! It took me a round or two to get a hang of it or so, but the art felt fitting and the sound effects were a nice touch! The infinite reshuffle made it a little too easy in my opinion, but I enjoyed it and the concept was cool!

Submitted(+2)

Awesome concept and execution.  I thought it was balanced really well, and the polish was excellent.

Developer (1 edit)

Thanks, we worked with those objectives in mind, so I’m really glad you liked it so much!

Submitted(+3)

Like the idea! The first round I spent too much time thinking about the tiles, because I somehow expected to have a finite amount of rerolls. Therefore I got caught quickly. On the 2nd round I just spammed the roll button until I got the tile I wanted.

Developer (5 edits)

Thanks! Do you mean that you found it too easy, counterintuitive, or perhaps both? What limit you feel would be appropriate? Nevertheless, thank you for your feedback! It’s always appreciated :D

Submitted

I think it would be appropriate even though I would feel quite stressed by that. The infinite rerolls make it extremely easy.
What might also work is a short cooldown on the re-roll instead of a hard cap on the rolls.

Developer(+1)

Mmmh…during the design period we were also discussing about scaling the difficulty by introducing obstacles, in order to potentially restrict the number of available tiles for each move and raise the chance that you would need to reshuffle and lose time. This could lead to situations where the player has to do it too many times in a row and feel frustrated about the RNG, tho.

I guess your solution could also work, but adding a cooldown could ultimately put the player in a spot where they feel restrained: tiles get chosen completely at random, so you could get stuck and lose. There would need to be some safety net (like assuring the presence of at least one placeable tile in some way?).

Again, thank you for your feedback, we will surely take it in account :D