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The Stone Path to Madness's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun (enjoyment, game feel, gameplay) | #5 | 3.900 | 4.111 |
| Presentation (audiovisuals, style, UX) | #5 | 4.058 | 4.278 |
| Overall | #6 | 3.830 | 4.037 |
| Creativity | #10 | 3.531 | 3.722 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
This game pulled some strings. Really well made, simple, yet complex enough to suck you in. I love the gameplay it's so fun. The controls might benefit from using a mouse, but in that form it has it's own charm. I really like the idea of inventory management and you put it to another level with the ending. Great game!
I like retro-style and atmosphere of the dungeons in the game. 1-bit game visuals has its vibe and looks consistent. Nevertheless, I'd add some colorful spots, maybe as VFX. The SFX and music stuff is OK, but it's not looped, it stops at the end and never repeats. A "bag of coins" that taking a slot and ability to discard it seems as controversial mechanics to me. My suggestion is to add a mouse support in menu and game (for a keyboard, I expected ESC key to exit sub-menus like control/credits, as well as for the CANCEL key in the game).
Nicely done. never really played these kind of games. you created a nice fibe!
I loved this and really want to play another dungeon crawler now! It's also the first game in the jam I have played so far that comes with a story. Some feedback:
- A damage log would be nice so I know if an enemy attacks before/after me and if my shield blocks an attack
- The point of the necklace in my inventory is not really clear to me, other than that it reduces the space by 1. It's probably a part of the story that I missed
- There is no indicator of how far I need to go. The game ends very suddenly (and too early)
- The balancing is good but the loot feels too generous. I'm not sure if it is really "one too many" or "many too many" because I never had to be picky and won on the first try without reading your strategy hints
Thank you so much for such an in-depth feedback!
I’m really interested if you’ve beaten the game with necklace or without :) The point of a necklace is exactly that, to take 1 slot of inventory! If you complete the game without getting rid of it, you get the good ending, otherwise the bad one.
About damage log I absolutely agree, explanation of many things was offloaded to itch page, as that was way easier during jam.
About game length: I actually made it almost 50% shorter than intended because I felt that monster variability is not enough for so many rooms, and I preferred that more people will reach the end, even if game may feel too easy as the result. I will probably release ‘original’ version after the voting ends!
Thank you for playing!





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