The first impressions were great, movement was fast and smooth, the shooting responsive and fun, meelee a nice touch. The endless wave system is also just generally fun to play at times, just mind off and kill hordes of enemies. After 10th wave I did notice that some movement aspect was a bit too floaty, it was really hard to gain momentum to change direction especially after colliding with something, enemy or a wall. Meelee felt super hard to use, as in it felt it should have hit further but the distance was too limited for it to be viable. Not to say these can't be design choices you make, but something I noted that I found myself wishing I could use the sword more or be able to control better in air (as I was quite often just jumping around). But nevertheless, I had great deal of fun, it was nice mindless time where I could just gun and run around, and nothing was more fun than to rabid fire with shotgun like +100 pumpkins at an instant. It would always be cool to see more variety and stuff, but for 1 week game jam this is plenty. Great work on this!
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DUNGEON SUGAR's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment (Best Game) | #20 | 3.900 | 3.900 |
Sound Design | #79 | 3.467 | 3.467 |
Aesthetics | #86 | 3.967 | 3.967 |
Horror | #275 | 2.167 | 2.167 |
Story | #326 | 1.767 | 1.767 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Which engine did you use to create this game?
Unreal Engine 5
Comments
Hey, thanks for the feedback! I'm gathering all this now and working on an update, coming next week :)
As for the sword, it's so tricky, the model is as long as the character and the collision is 3 times as long as the model...and it still doesn't feel like it reaches far enough haha...I might have to make it much longer for it to feel good (even if it doesn't make sense).
Thanks for playing !
After having been chased by ghosts and spirits in lots of the other submissions, it was nice to get some revenge with a shotgun :D (The movement felt great!)
Nice Halloween theme with the enemy designs, the pickups being from sweets and candies. I really like how they're giant and just get dropped down after each wave. Less horror, but more goofy Halloween vibes.
Nice PS1 aesthetic too and also gave me quake vibes.
I understand you were limited by the week timeframe for the jam. If possible, I think this game could be expanded with more enemy types and weapons.
But very nice overall.
this is really fun! the playstation aesthetics are really great! I think this game would benefit if you develop it further. Add mini bosses, more enemies, more weapon types. You could even charge a little bit imo. Currently the game is a little bit easy, since you just have to run in circles, wait until they are grouped and then blast your shotgun.
Absolutely loved the cute and silly aesthetics~ Very confused why I'm getting "way hay and up she rises" while shooting pumpkins, but I'm down for it. XD I found the most powerful strategy was definitely just hoping back and forth over their heads until they were all in a crowd and OBLITERATING THEM with my 17 shots per second shotgun. If this gets expanded upon I'd definitely recommend adding boss monsters occasionally and maybe throwing up gates that block the arches on random levels to force you to change up your movement. Great little game and thank you for uploading~
heya , I love the quake like movement but its very op. You could make the game more fun by restricting the movement at the start but building up to more mobility through powerups like: speed, jump, dash etc.
Also, having 3 choices of upgrades every round but restricting players to pick only one (vampire survivor style) would provide more player agency and let them build their playstyle. And, removing completely any wait between picking up the item and the start of the next wave would really improve the pace.
Overall cool prototype bravo Marianne !
Very smooth doom style controls and combat, I like how melee is always one click away. Great eastetic as well!
Had a good time slaughtering pumpkins, keep it up!
Good shotgun too!
really neat wave game, I liked how it scaled up in difficulty as it went, and love the constant Halloween stuff. took me a minute to realize all the stuff falling from the roof i could melee for more health etc. Well done and great job!
Pretty fun and very good halloween aesthetic! I got Devil Daggers vibes from this! I think some different upgrades and more enemy behaviors would help here, but it is fun already!
Super fun! I had a big smile on my face the whole time. Love the doom sound effects and the player/enemy progression. The combat felt engaging and rewarding and I really enjoyed the physics of the cube effects. One minor gripe is that the jump/double-jump felt a little more like weightless-ness than a jump and I didn't quite like how it felt, other than that I have no negative criticisms. Wonderful entry!
Agree with Hankworx. To me there was a bit too much time to kill in between waves that broke the pace of the game and I would have loved a bit of more challenging different monster behaviours, even just a color swap of pumpkins or bigger pumpkins, to make me feel some sort of progression (I stopped after wave 13 so maybe there was something different after?)
My downstairs neighbor said it all: a shotgun, stuff to kill, old school style, we’ve got a sauce that works, even if the difficulty balance is a little too pulled down (and that’s probably for the best, in our case it’s the other way around haha).
pretty good game, the movement is interesting but I think it's easy (I saw it already said in the comments)
Good game. The movement is done very cool. But the difficulty is too easy. As I understand it, the waves here are endless, and with each wave only the number of opponents increases. If you learn how to run away from them correctly, then in fact you can't lose, no matter how many there are. I think that after wave 5 it was possible to add a boss.
Yes you are right! The player gets stronger but the ennemies and waves, not so much.
I wanted to add some kind of mini-boss every 5 waves (kind of like the dogs in call of duty zombies) but the deadline was too short. Maybe make the ennemies faster or stronger too. It's something I'll have to balance for the updated version once the jam ends.
Thanks for playing !
Great game dynamics! I also really liked the visual style. I made it to wave 11 and was hoping to encounter the dungeon boss at the end, but unfortunately didn’t :( Still, I really enjoyed the game; it’s a fantastic and high-quality piece of work!
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