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DragonDeception's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme/Limitation | #1 | 4.000 | 4.000 |
Fun | #2 | 3.500 | 3.500 |
Music/Sound/Writing | #15 | 2.500 | 2.500 |
Overall | #16 | 2.900 | 2.900 |
Technical | #21 | 2.500 | 2.500 |
Graphics/Animation/Imagery | #25 | 2.000 | 2.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on the game?
1
What elements of the game did you NOT create? (No need to mention engine, OS, etc.)
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Comments
Was kinda lost on exactly how the deception and reward stats factored in. But neat character expressions and a cool take on the theme.
Love the concept and the design is super clean. Sound would be amazing and really help with the feel. It did take me reading through other comments to fully grasp what was happening so if there was a way to better convey things like deception more clearly to the player that would be really nice. I was just trying to kill everyone at first and that didn't seem to work. The panic lines are awesome and super cute. Well done.
Very good concept! Too easy and simple at the moment, and no tangible goal, but aside from those the basic gameplay is pretty fun! The characters' movement and reactions work well, though after a few rounds I wished there was a way to speed things up. Could've used music and sounds, too. Would be interesting to see a fully realized version of this.
Wooow, this is the game I always wanted to play! The game that Dungeon Keeper should have been in the first place. A game that requires you to entirely control the psychology of fear and greed and also your economy. I don't even know why I have never even tried to make something like this, and you nailed it in such a short time.
I spent a good 1,5 hours with it and still planning to revisit it because I still want to try out additional combinations.
I thought I figured out the perfect layout with the below one:
Everyone gets a small loot to bring braver adventurers back, but than the swamp-dead body combo gives them the chance to actually escape. If they feel too tough for that over and over again, the deathtrap combo, in the end, will put them in place.
I almost got frightened to death when this guy passed the third fire trap, but then he stopped.
Later I became greedy. I wanted to see the best adventurers. I dug out all the rooms, put all my money in them, and waited for the results.
The day after the next day, five adventurers showed up, laughed out all my traps, took the money, and left with the news that there is no dragon, and apparently, no loot left in my sweet little dungeon.
The next day, I was utterly broke, four adventurers showed up in my completely lootless dungeon. That was pretty much game over for me.
The balance of fear and greed on both sides, I guess.
Improvement ideas:
Ok, I stop right here. I have already added more than I wanted. I guess you already have a pretty good idea on how to improve your game anyways.
Keep it up! Well done!
Maybe I'll revisit the implementation a bit later. But I don't have huge plans for it.
I'm surprised you played it longer then 10 minutes. It really wasn't intended to be played for this long :-) But let me comment on a few of the suggestions:
And as a final word. When you got greedy and wiped out. You where the dragon, you where slain. Ha, how is that for deception? :D
Well, if you are not planning to continue this game, maybe it will drive me to make something like this on my own finally .
I didn't think about the summary window, but yeah, these are valid points. My first idea would be to show a non-blocking feedback every time a 'guest' leaves the 'park' and also an extra window that you can open any time to check the current state with all the stats. And I start to think about how management games solved this, like RollerCoaster Tycoon and Theme Hospital. Building new attractions and rooms in those were flawed a little bit as well, but acceptable after all. The 'escape after exploring everything mechanic' can be changed to 'spent enough time in the dungeon without facing any real threat and could leave without a scratch, so I doubt there is a dragon there.'
The real-time pace would also be exciting if you would add the manual collection of the loot. What if someone catches the madman who manages the whole scam?
It would be nice to see those hidden stats — at least approximations of them with icons or vague messages. I know the number of tributes and adventurers, and the fact how long they survive is feedback, but still uncomfortably insufficient.
I'm the dragon, indeed.
So you'll see if you want to continue the development of this game or not, but here are some quick and somewhat easy improvement tips to make the current experience a little bit better in my opinion:
Questions:
That's all for now. Feel free to ignore these thoughts if you already decided not to continue this game further. They will serve me as a note when I choose to go down the same path.
Sounds like I forgot to subtract one from the available bodies if you place one. I thought I noticed that from Joshua's stream as well.
If you want to make something like this, I can share you the code. It's C++, and it's not all well written. But it's not horrible to read/understand.
I'm interested if you are really willing to share it, especially because of the stats and the system of factors that hides behind the scenes.
By the way I managed to reach 10 adventurers by giving out loot in all possible rooms 2 weeks straight. The reward? 10 immortals laughing at my 100% fire dungeon.
https://github.com/daid/DragonDeception
There you go. It's all build on top of my own custom game engine, but it should be reasonable easy to follow.
Nice, thank you!
Very fun and cute game. I have never felt so okay with being a sadist.
(Though on my first run, I bought a bunch of rooms, and didn't realize I could sell them, so I mentally soft-locked myself generating $0 every day and had to reset)
its realy cool, its look good and fun !
Interesting concept, i liked haphazardly building random cells and just seeing what happens
I dig the concept and would be interested to see it developed further.
Fun stuff! I really like the concept. Unclear whether there is an actual goal (not that my own game is any better in this regard). But it was fun to play, and I'll probably come back to play it again.
I ran out of time to add a goal. I wanted to add that you could buy and place a golden dragon egg. Which would call in even more adventurers. Defend it and it would have hatched into a dragonling, which would grow up. And then kill everyone "oops, no more deception". But majorly ran out of time.