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Dumpster Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Stink | #9 | 4.056 | 4.056 |
Stank | #12 | 3.944 | 3.944 |
Overall | #12 | 3.833 | 3.833 |
Theme Use | #13 | 3.889 | 3.889 |
Objet d'art | #23 | 3.556 | 3.556 |
??? | #24 | 3.611 | 3.611 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What modifiers did you use?
blood sacrifice, we sacrificed features. Specifically ZaaZaaZaa, the pizzeria boss, and other features such as hazards & additional enemies.
How would you consider this game to be Pompous Trash?
It is a game about trash, about a rat who won a home in a prize fight and now must venture into decrepit dungeons inside dumpsters in order to furnish it. It is about traveling into the unknown in order to find something for yourself. To find something about yourself. And make something for yourself. Of course, none of this is in the game because you can't punch emotions...but you can punch trash.
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Comments
The art and narrative framework wield an immersive power, submerging players within the very essence of the subject matter—the iridescent realm of trash. This symbiotic synergy enriches the experiential tapestry, drawing players into a universe awash with its evocative sensations of dumpster diving and dumpster lifestyle.
Per our previous correspondence, a discerning examination reveals areas in need of refinement, where augmentation could elevate the experience.
Distinguishing the two types of punching more conspicuously stands paramount, affording players heightened strategic options. The potential for evasive maneuvers, specifically tied to left-click interactions, could introduce a layer of tactical sophistication.
The diversity of adversaries beckons, urging a mosaic of enemy archetypes to infuse engagements with dynamic complexity. The introduction of healing pickups is a tantalizing prospect, adding variability to confrontations.
Ameliorating the transition from room to room, infusing each with distinct enemy compositions and layouts, would dispel monotony. The sporadic introduction of inventive elements, like the explosive sodas, merits further exploration.
Embracing the concept of mastery could entail crafting expanses wherein players incrementally ascend the ladder of proficiency. The culmination of this journey, epitomized by the prowess to tackle formidable foes like the pizza, engenders a sense of transcendence.
Trashy! Love the rat!👌
Controls are well done! 👌
Would love to see what this is like with all features implemented 🙏
Like they say about the cowbell, I NEED MORE RATS 💖
The combat feels surprisingly tight! Didn’t understand what the soda bottles did at first. Could really see this as a fun co-op game too, Castle Crashers style! So stinky (in a good way, like cheese!)
Love the hand drawn art and animations. Fun little entry! Great work, super trashy.
this is a fun one. the mechanics are easy to get used to. the idea is very creative. the music is pretty good too.
I love the hand-drawn art motif!
Haha, got beat down many times. Very cool!
My whole life I've just wanted to punch pizza boxes as a boxing rat, and use Mountain Dew Code Red as an explosive device. Combat mechanics feel good and cool, good rat
I love the art style. I love the gameplay. I love the music.
♫ I'm the giant rat that makes alll of da rules ♫
10/10 GOTY