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A jam submission

Dungeon of Dreams IIView game page

Dungeon Adventure Puzzle game
Submitted by wolfheat — 8 minutes, 8 seconds before the deadline
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Dungeon of Dreams II's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#223.2763.276

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
The game is a genre fusion of games like bomberman and of and a puzzle games. It also consist of treasure hunting after precious gems and coins. And yeah there is a chicken in there as well!

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Comments

Viewing comments 30 to 21 of 30 · Next page · Last page
(+1)

Bomberman crawler returns, hell yeahh! I voted and reviewed your game in last year's jam. That was a cool one. I like the visuals and controls of this game more. It has snappy controls, i don't remember exactly but i don't think there was auto-map in last year's game. It's very well implemented in this one. Also i like it that it's activated when you find the map lying around the dungeon. The is pretty to fun to play and intuitive.

There are two things that can improved in my humble opinion. One is that there's not much of a challenge in the game. The only challenge is navigation. Finding the all the gems and keys to get to the exit. You get heart powerups which upgrade your health but as i see it, it's quite redundant bcs there are no enemies who can damage your health. I think in order to give players the true Bomberman experience, you definitely need enemies and i remember very clearly that there were enemies in last year's game, i wish you hadn't removed them in this game. My second problem with the game is that you implemented minimap but there's no regular map. Some may think that it's no big deal but it held me back from beating the game. I got all the gems except one and i couldn't find it no matter how much i tried. I kept running in circles after i got tired and quit the game. If there was a fullscreen map i think it would be much easier for me to see the areas which i previously had visited since the minimap shows only a limited section of the map.

Overall i think the base of the game is quite solid. It's definitely fun to play. Btw  i think Bomberman crawler is a terrific idea, with some good improvements in the right direction it can become a next indie hit maybe. I has some ideas for a Pacman crawler, i'm surprised nobody tried that for genre fusion in this year's jam. :)) Anyways nice job!

(+1)

Neat game! I included it in my compilation video series of all of the games from the Dungeon Crawler Jam.

Submitted(+1)

Very nice level design, I really enjoyed finding the hidden items and the bombs felt very satisfying. I'm not sure which game specifically it reminds me of from my childhood but there is one. The maze was split into areas of just the right size, I feel the automap appeared just at the right time, and the introduction the final boss received was very good. I found that fight a bit rough, he took way too many bombs, but otherwise I really enjoyed this game a lot.

Developer

Thank you for playing! I'm glad you liked it!

The boss fight is hard to balance correctly, but I have really tried. The boss needs 50 bombs to kill yes, but I figured since this is the only combat in the game it's all concentrated into this fight.  My hope was that players would find the fight hard initially, but as they figured out the boss moves and the bomb mechanics it would turn into a fairly easy task.
The game has been updated with a leaderboard for the post jam release and having the boss any easier would really kill any replayability.
I added the information for the game page that you can place multiple bombs which I hope will help.

Submitted(+1)

I think you succeeded. It was like an Elden Ring boss - hard until you learn the patterns, then not hard anymore, and overall both fun and satisfying. I think it will help telling people they can place multiple bombs, that information is super key. 

Submitted(+1)

Well this was really interesting to play!

It feels like a narrowed down, refined version of Dungeon of Dreams 1. Where the first was more kinda Minecraft like with almost every block being destructible and there being multiple enemies scattered all around the map. This was far more laid back, less grindy, and more focused on an almost puzzle-like exploration. And frankly I think it was a good direction to go in!

It felt very chill, but I still had to keep track of my items, and I liked that the map was an item that had to be picked up first. The exception to this vibe of course being the unexpected boss fight. Where I decided against buying bombs and got wiped instantly lol. Fortunately you added a respawn point which is nice.

I also really appreciate the addition of a speed upgrade. And I like how the player is rewarded for being inquisitive in the first stage of the game and exploring, but without being told that they were actively prepared for a boss battle. I assumed it was going to be a score of how much loot I found before escaping.

As for the fight itself I thought it was a bit rough at first with the attacks doing damage over time to the player. But once I figured out the boss's move set I think it actually balances out quite well.

Also as an extra note, the main menu is surprisingly polished!

Overall I thought this was great, and I applaud you reusing stuff in the sequel to your last entry, but using them for a game with a completely different feel!

Excellent work!

Developer(+1)

Thank you for your insights!

I really wanted the game to have two different stages but I also wanted them to blend in a good way. 

I also generally strive not make my games so not to waste players time. I consider their time precious and I try to make the games responsive and interesting. The main way to accomplish this so far has been to work on fluent controls and snappy movement. But I now also try to balance the general gameplay as well, which is a lot harder to get right. I will keep working on it though.

I'm glad you liked the speed upgrade. It seems like other players don't even notice the speed increase, but the 20% is actually making dodging the boss a bit easier. And the possibility to smashing out bombs also increase by the speed, but the control decreases since you have to time all inputs a bit more precise.

I am working on fixing up bugs and making some polish for the post jam release. If you liked the menu in the jam version you might like the post jam release even more, since I have put a few hours into making it more appealing.

Thank you for playing!

(+1)

Simple but engaging and addictive gameplay. Well done!

Developer

Thank you for playing!

Submitted(+1)

Wow! Сool! I really liked the smooth movement. The game feels very satisfying. But I couldn't beat the boss! I only got him down to 29% health. 

I really liked the juxtaposition with Bomberman, but I was expecting the explosion to spread along the corridor lines. And my character accidentally died from the blast radius (not the line as I thought) ahahaha

Wanted to do a similar thing in my game. 

Thanks for game!

Huh, are those the chaos emeralds from Sonic?!

Developer(+1)

Thanks for playing!

The boss is a bit tricky in the beginning, but you start over at the boss if you die so you can try until you win.

I don't know about any sonic emeralds sorry. :)

Submitted

Yeah, I made several attempts but still couldn't beat it -- I just didn't have the patience ahahaha. maybe I'll  try it again. I also liked the store before the boss, but I didn't realize what the chicken was.

Huh, that's a very funny coincidence about the number and colors of emeralds then! The boss design reminded me of Sonic's style too.

Developer

Interesting!

Submitted(+1)

Hey, nice game!

I would say that it’s treasure hunting with bombs which were so nicely done that make this game stand out for me. I like hidden secrets and completing things, so I was looking for all those breakable walls all the time.

Final boss fight was cool too, I was struggling at first until I’ve figured out the simple tactic with which I can defeat them and after that I got to the credits!

One thing to note is that I think level exit should be marked differently and probably placed quite specially, as I’ve exited from the 3rd level before I really wanted to do so as I haven’t noticed that I’m stepping on the level exit “marker”.

Great job!

Developer(+1)

Thanks for playing!

Seems like you had fun playing which I am happy for!

I've planned to replace the portals for the post jam update. I might space it out a bit as well!

Submitted(+1)

You are Dead! (because you blew yourself up!).
Controls are great, I feel like everyone should have instant/near instant step(like yours) - it just feels better imo.

Developer

Thank you!

Submitted (1 edit) (+1)

I like the main menu and settings GUI.  Really sharp!

Movement is fast and clean.  Background music awesome.

Incorporating the help bar at the bottom and easy hiding was a good design choice.

One thing that was odd is the lighting.  You have directional shadows but you have a roof.  Where is the light coming from?  

Other than that, I like your game a lot.

Developer (2 edits) (+1)

Thanks for playing and your comments.

I agree! I have changed the lights for the post jam release version. I also made other updates on various stuff in the game. The light were one of the things that annoyed me as well, but I didn't managed to fix it in time of the jam.


This is how it looks now.


Viewing comments 30 to 21 of 30 · Next page · Last page