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Merchant Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement | #83 | 3.795 | 4.000 |
Overall polish | #110 | 3.689 | 3.889 |
Overall | #132 | 3.549 | 3.741 |
Creative use of art assets | #262 | 3.162 | 3.333 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
That was a good game.
I would have liked a little more visibility around the player but it seemed fairly balanced.
Thank you very much! :)
Wow, simply just wow. I really liked this game. The walk sound was a bit too much for me, but that's all
Thank you so much. I definitely should've turned that sound down a bit.
Nicely done with this one! I thought combat felt pretty good, it was easy to tell if I was getting hit and also if I was hitting the enemies. Very polished and glitch-free in my experience. Awesome work.
Thank you for the feedback and I'm very glad you had a bug-free experience as there are some known ones ^^
I was not expecting such a good and long dungeon crawler.
You keep me engaged with the game until the end. Difficulty was really good balance and the weapon system was really nice (not everything is bullets right?) also the detail of the push back… Is it stronger depending of your weapon? That was a great detail for creating a defensive strategy.
I found myself going back just to get enough money for the sword, so that I would say is a 5 for engagement!
The game really looks polished without any major bug or glitch and with the right amount of enemies in my opinion just to keep you going forward… wondering… What could be at the end of the tunnel… And the final boss was really fun to play and made you use the dash. I was only missing a main screen and a more interesting ending scene, but that is minor detail.
Loved your game, and I think the direction of your idea very was right.
Thank you so much for the feedback!
You are right, different weapons deal different damage, knockback and have different attack speed. It's very easy for me to implement new weapons but I might redo the whole system post-jam (Will start working on an update tomorrow and push it when the jam ends). I got mixed feedback for the combat system because it's pretty bland right now I'd say but like I said I will keep working on improving it.
I'm glad the game was engaging for you and that you liked the boss fight. I have never made a game like this, let alone a bossfight, before, so hearing this really motivates me! :D
There are a couple of bugs that I'm aware of but I'm glad they aren't that game-breaking and you didn't notice them too much. Again, thanks for the nice, thoughtful comment!
I agree with what the others have said here, great submission!
Thank you! :)
It was a nice use of effects and mechanically it felt reasonable to play.
A did notice that i had to be very slow when progressing through the game though. Taking the process of inching forward and spamming attacks to slowly but safely take care of enemies. I kinda lost interesting when the winning strategy was just play it safe.
I then got the staff and while nice, it further push me towards that, play it safe remove the challenge play style. I ended up dieing to the '2nd shop keeper' my accidentally attacking it. I don't know if this was meant to be a boss fight but after i died to it i could not restart the game. Unsure if you made a game over screen but i guess i wasn't able to progress after i died.
In addition the sound effects were a little bit too loud for me. I think that adding some ambience music would have really added a lot of the game as well.
Thanks for the feedback! I definitely want to improve the combat system in an upcoming update. The second shop-keeper was actually the boss and after beating it the game would've been done and a credits screen would appear. You should've been able to restart the game by pressing L. If that didn't work somehow then it was probably a bug :/
I thought about adding ambient music during development but I rushed the SFX. It will follow in an update as well. Still, thank you for playing!
I really enjoyed your submission. The game feels smooth and quite fun to play. As mentioned already the moving sound is way to loud and dominant. A bit more decoration in the rooms would be nice, so they are more fun to explore.
Overall great submission!
Thank you for the feedback! I wanted it to feel very smooth and I think I got things like the movement right. I actually planned to add the bookshelves and tables, chairs from the tilesheet during development but completely forgot it somehow and ended up messing with other stuff. Unfortunately I had to rush the sounds for the game, but I will fix all of the issues mentioned in an update after the jam ends. My priorities weren't that good I think, but I learnt from it :)
Ok, so first: great entry! I noticed you uploaded a devlog, so I had to watch the whole thing :D Always curious about those.
The game's pretty polished and I liked a lot of the effects. Movement was solid and looked nice. Attacking took some getting used to since it was so small but it worked out fine. The sounds irritated me a bit, the walking was too loud and too fast and some of the sounds reminded me of my dentist appointment ... The damage flashes/numbers are such a "small" thing but add a lot to the feel, super nice.
It was really fun seeing the development process, especially since I've never seen Godot before :D
Und jetzt fällt mir auch gerade ein, dass ich dir direkt auf Deutsch hätte schreiben können, weil ich gerade das "DEU" in dem Devlog in der Taskleiste gesehen hab ... xD Aber so können die meisten anderen mein Feedback wenigstens auch lesen ;D
Thank you very much for the feedback. I definitely had some issues with the sounds because I procrastinated a bit adding them, I should've added them right away. :D
I learnt a lot during the development process and will definitely update the game after the jam ends, completing all sounds and tweaking them and fixing all the remaining bugs. I plan on redoing some of the systems like combat, add a level system, balance the game more and I even think about getting into procedural generation for the rooms ;)
Und nice dass auch Deutsche hier teilnehmen :D