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A jam submission

Scalable Dungeons RescaledView game page

A top-down dungeon shooter roguelike with a twist - you build the dungeon!
Submitted by t_aaron — 7 hours, 7 minutes before the deadline
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Scalable Dungeons Rescaled's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#44.0004.000
Overall#133.7923.792
Audio#153.6673.667
Gameplay/Design#173.8333.833
Graphics#243.6673.667

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
Generally gameplay, or things that could be improved

What did you update?
Added a bunch more features, with lots of gameplay balancing and bug fixes

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Comments

Submitted

Bigger rooms are moar fun, change my wandmind!


So, I liked the simplicity - no spells, no nothing, just wand goes brrr! Definitely had some fun!

About  dungeon designer - I only understood the deal with it after following a link to OG game - you were making "build to scale" game it seems. Well, right know it's feels somewhat forced, and, I believe, it would benefit from a bunch of simple options, like changing the number of rooms (YES GIMME ONE THE BIGGEST ROOM!), "generate random", only squares and so on.

Also, maybe it would be nice to receive rewards during combat (with no pause on hard mode, lol) 

Submitted

Moving the transforms feels nice and is represented well on the screen. I think the overall concept is great. You could add more content easily and expand on this game.

Submitted(+1)

I liked your game! It felt very dynamic and engaging. I love the concept, though I needed a couple of minutes to get into the idea, it worked really well after that :) 

Just a couple of things that I would love to share/suggest:

  • I think it would be cool to have more impact while shooting at the enemies. Maybe a bit more recoil or shaking, just to feel it more impactful :D
  • It would be cool to go through the tutorial little by little, or maybe if it was a bit interactive and helped you build your very first dungeon (like Ädrag this wall here to get access to the new weapon"). Maybe a whole tutorial level would be helpful!
  • I think that the font that you use is pretty cool, but it is really hard to read whern it is a whole paragraph. It looks cool as a heading, but maybe for bigger amounts of texts a simpler font would work better :) Especially when the font siye is relatively small.
  • I understand that you build the dungeon yourself and it is up to you when you get your rewards, but it still feels a bit unfair that you can place a bunch of good stuff in the last room, get it after you cleared the level and the game ends right after that :D Maybe it would be nice to have a final room that you do not see on the map: you just clear through all the rooms to get to it an then it is suddenly one more level :)
  • I loved the items, but as you start the game, you may immediately have to choose from a bunch of items whose characteristics are not so easy to comprehend, as you haven't tried the game yet and don't understand what items you need and what is important to you :) maybe start with some simpler items? or with the items with shorter descriptions :)
  • I loved the sprites, but constantly wanted my sprite to be a bit bigger — I was so small as compared to the rooms! Well, mostly when I built these gigantic halls, but still :D
  • As the gameplay already feels quite satisfying, I think it would be awesome to have more detailed art in your game, like more decorations, different room design or setting, even some additional points of interest maybe. 
  • And one more addition that I would love to suggest is a bit of lore! As I was interested who my enemies were, but could not fully understand why crabs and ghost attacking me together :D Just a little bit more cohesion would level up the atmosphere quite a bit imo :) Like there can be a room with only aquatic opponents, or ghost and vampire opponents, and so on...

Great job overall!

Submitted(+1)

It's really good! Cool idea, controls are smooth, pixel art looks nice and polished.

I guess the field for improvement is "between battles" time. If you make items look more self-describing with less text it would be nice (to not lose the pace between battles).

Good job!

P.S. The missiles with auto-aim were really cruel)

Submitted

I really liked the game and love to see games that puts statistic for hardcore gamers, knowing everything you got and you can do is always useful! Good work!