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An Even Darker Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #11 | 3.308 | 3.308 |
Audio | #14 | 2.846 | 2.846 |
How much do you enjoy the game overall? | #19 | 2.923 | 2.923 |
Gameplay | #27 | 2.846 | 2.846 |
Overall | #29 | 3.000 | 3.000 |
Did you make it in 3 hours (put 5 by default) | #35 | 3.538 | 3.538 |
How well does the game fit the themes? | #53 | 2.538 | 2.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
circa 3.5 hours
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Comments
I also made liberal use of the fireballs, could barely see anything with them. I did want a little timer to see when I could cast the next one, even though it was like a half second delay. Just a little feedback! Overall, nice game.
Thanks for your feedback!
nice catch! there is indeed a very short cooldown for fireballs. The idea behind it was to avoid excessive spam of fireballs, which would have been detrimental both gameplay-wise (e.g. you could spam while walking) and performance-wise (I haven't really had time to optimize the code and I'm instantiating and destroying them each time).
Regarding the implementation of a visual indicator for the cooldown, I usually agree that it is a very nice feature but I feel it would be kind of awkward with such a short delay: the player would just catch a glimpse of it. It would surely be registered, but I'm not sure it would be consciously perceived and correctly interpreted by the player, rather than being perceived as noise or distracting. If you already have implemented it for short delays in past games, I'd really like to know what was the feedback on this regard.
Cheers and thanks again for your input!
The lighting system and visuals are very nice to look at.
Unlike the others, I thought the fireballs were an absolute godsend, and a very interesting mechanic to boot!
All around a solid job. Nice work!
Thanks for your feedback!
Glad to hear that someone shares my monitor setup :D
Have a nice day
Good use of lighting to elevate the assets into something very atmospheric.
I have to agree with the others that I actually didn't need to use the fireballs because in my default settings I could see everything perfectly fine.
Thank you for your feedback!
as I mentioned in the other comments' replies, I hadn't taken into account the variability from pc to pc in this regard; on the bright side (no pun intended), it would be a really easy fix.
Cheers and, again, thank you for your input.
Very atmospheric and polished! Maybe the game needs to be a little bit harder (add more darkness) but overall I enjoyed it!
Thank you for your feedback!
I actually hadn't even considered the fact that other machines or changing the brightness settings could make the scenes visible. As mentioned in another comment, when running it on my pc, the screen was pitch black.
Cheers and, again, thank you for your input.
Cool Idea. The art fits the game. One thing is that maybe the timer should be shorter and the darkness should be darker because I never really needed to worry about the timer or pits because (at least on my screen) they are still clearly visible
Thank you for your feedback!
Regarding the timer: the initial idea, which I also believe was more in line with the theme, was to implement an alarm level that would increase with each fireball spawned; however, due to time constraints, I opted for using a timer, which was easier to implement and required no artwork.
Regarding the darkness: while testing on my pc, the screen was pitch black (on Unity settings, I set the light intensity at 0.02%), but, unfortunately, that's the kind of thing you catch only when the game is played on other machines.
Cheers and, again, thank you for your input.