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DoorCraft's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #18 | 3.111 | 3.111 |
| Special Object Implementation | #22 | 3.611 | 3.611 |
| Fun Factor | #26 | 2.944 | 2.944 |
| Overall | #29 | 2.889 | 2.889 |
| Gameplay | #29 | 2.833 | 2.833 |
| Visuals | #49 | 2.556 | 2.556 |
| Theme Implementation | #58 | 2.278 | 2.278 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
Procedurally generated doors
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Comments
Fun take on the special object!
I appreciate the different encounters (memory game, rest, shop) I also like that you had music and sounds.
Gameplay was fun, but flawed in it's current state. It comes down to randomness so much. There are doors to choose from but it's not a real choice since it's just random and the player has no information. (only difference being the boss door which you know 100% sure is the boss door)
I feel like the mechanic could be developed to be something like in "Slay The Spire". In that game you move on a map and know for certain that some roads have normal enemy encounters, some have stores, some have random events some have harder enemy encounters.
Your game basically only had the 100% random encounters. (well besides the boss) It would give more choice and interest if you knew what was behind some of the doors. For example let's say there's 2 doors with hard enemies that you know you can beat with you current stats but would end up with very low hp. Player knows what happens in these two doors. But the 3rd door is fully random. It could be a shop, a rest or an even worse monster you might not beat.
Something like that where you need to do risk/reward sort of decisions would be a lot more interesting to me. I had fun on my first time playing, but something where there is real choice could make me want to try again!
Wow! Thank you for the extensive feedback. It makes me really happy to see someone delve so deep into what I created. I had plans to add a lot more, including items that would reveal doors to help with the randomness and decisions. You're ideas are great though and I will definitely consider them if I continue work on this. Thanks so much!
Not bad, and I like the sword sound effect :D
I really like this but it could use some tweaks. I didn't see a shop for the first 20 or so encounters. And at that point it felt really grindy and I couldn't really get out of that loop. But it's a neat concept and I'd love more of it! I'd also make it so it's keyboard usable (left/right arrow) rather than clicky.
I put in a few fail safes to try and balance the door generating but it's still super rng dependent. If I continue to work on this, I'll definitely be adding a way to ensure shops are more accessible. Thanks for the feedback!
Yah that's kind of how jams work, you can't really fiddle too much with the rng due to time constraints. Maybe could put like a label for non-battle doors (like a star on the door or something) so the player knows a bit more info of what they're choosing. Could lump the puzzle, rest, and shop together. I dunno, just spitballing. I hope you continue to work on this, it's a great base with a lot of potential!
Cool game, got me gripped enough to get to the end ;) Cool progression to immediately show the main boss is too strong at the start, just wish I could see which door the shop is.
Thank you! I'm glad you got to see the boss early on because the doors spawn pretty randomly. That was the experience I was hoping for. Definitely will add more accessibility to the shop if I continue to work on this project.
its a nice idea, unfortunatly i had to many goblins and shops so it was hard to defeat them. But i like the idea of a simple clicker Dungeon a lot.
Thanks for the feedback!
Nice idea, well implemented. Good job!
Thanks!
Great concept! It was fun progressing by choosing doors and seeing what was behind each one :)
Thank you!
Alright, pretty cool concept. It's basically a scene based dungeon crawler with memory games and buffs and goblin encounters. The graphics aren't super special but they fit the game. The idea is what shines for me in this game and it would have been really fun if it wasn't for the fact that the goblin encounters are suuuper long if you don't manage to flee. Since the player has almost infinite HP it mostly becomes a clicker game where you spam attack the goblin to kill it. Other than that I actually found it really interesting to choose a door and see where I would end up. Cool concept but could use some tweaking!
Thanks for the feedback! I had plans to add a lot more, and balance things better. As soon as you get a weapon from the store, you hit a lot higher making the goblin encounters much faster. Thanks again!
Ohhhh, then I get it. I never got the weapon so that's my fault then I guess. I got like 3 goblins in a row,
It being purely rng based was kinda faulty. I should've added some sort of fail safe to ensure the player progresses.