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Dungeon Heist's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall fun and playability | #26 | 3.214 | 3.312 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
The Heist theme is core, as we need to steal back the Legendary Wizard Staff. The title of the game is Dungeon Heist. The Chicken restriction is both in the in the funny main menu intro, and polymorph chicken is one of the 5 spells.
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Comments
I really really loved this one, from the graphics to the gameplay. In combat I didn't really use anything but kiting and the fireball, although I appreciate the variety in spells. Just that it was easier for me to just fireball everyone to death and kite them around so they wouldn't slap me silly. Finished the available content and I had a blast. Oh god and when that one mob started knocking on the door it freaked me out!
It's impressive in the visuals and system.
I died against that last surprise guy behind the door though. Sneaky bugger. >.>
Great looking game with a good combat system. I Enjoyed the game a lot so I had a good time playing it. Lot work go into this for the time and it payed off, you made great game. I feel like this game with more content would be very fun to play like extra spells or items to change up the gameplay.
Great game! Like others have said, I was looking forward to a big boss at the end with all of my upgraded gear, but I understand how time catches up to ya. This felt very complete, and I had a great time playing it!
Nice little heist dungeon crawler!
I found difficulty in this game right on spot, it wasn’t too hard, but it wasn’t effortless. With this selection of spells you can actually make different combinations, though mana is a limiting factor. I usually ended up casting shield for the damage and bonking skeletons with my staff and finishing them with a fireball. Another tactic I’ve used at start was just kiting enemies and peppering them with fireballs, works pretty nice, but you run dry quite fast this way too :)
I didn’t understand if extinguishing a torch actually did anything gameplay-wise, it almost looked like you wanted to have some stealth action there, but I haven’t noticed if you can use any sort of stealth.
I missed my strafes and rotation was a bit on a slow side, I would’ve preferred it to be a bit faster.
Great job with this game, it played quite nice!
>>> I didn’t understand if extinguishing a torch actually did anything gameplay-wise, it almost looked like you wanted to have some stealth action there, but I haven’t noticed if you can use any sort of stealth.
I was planning to do some puzzles or disable traps with the torches, but ran out of time. You can also use the torches as a bread crumb so that you can remember which areas you already explored, which is a needed as I do not have a map component.
>> I missed my strafes...
So the last Dungeon Crawler game I played was on my Commodore Amiga 40 years ago. Now that I played (rated) other Dungeon Crawlers, it seems that strafes are a MUST have. I will implement after the upload lock out ends next week.
Good feedback and thanks for playing.
Very solid dungeon crawler. I missed the ability to strafe, but I really like the spell selection and the part with the knocking skeleton.
I got my staff back! This was a fun little heist and I loved the charming graphics, the spell fx were awesome too. The combat was enjoyable, the cooldowns reminded me a bit of an MMO type gameplay and I had to kite some of the enemies to not die so quickly, which was a good challenge.
The only thing is there was only 1 type of enemy and back tracking through the dungeon when you get the powerful staff was a bit of bummer with no more enemies to fight! Maybe a boss at the end to use that strong staff could have done well. Also some ambient music loops in the dungeon goes a long way for me even if they are basic.
I streamed my gameplay here
>>> The only thing is there was only 1 type of enemy and back tracking through the dungeon when you get the powerful staff was a bit of bummer with no more enemies to fight! Maybe a boss at the end to use that strong staff could have done well. Also some ambient music loops in the dungeon goes a long way for me even if they are basic.
A big boss after you steal back the powerful staff was planned, but family easter stuff came up and I did not have time. Also, I had caster enemy skeletons (ranged dps) setup in code, but I could not find the time to design enemy spell FX.
Anyhow thanks for playing and your feedback.
Nice game.
The skill tree is unlocked from the beginning. Not sure this was meant from the beginning of your planning for the game?
I had trouble playing the combat when using up the mana. Yeah there is some mana management, but its hard to use any mana that dont kill the enemy or you run out of health fairly quickly. Maybe I just never figured out the general tactics there.
I would like the controls to be a bit more fluent and responsive. I used QE a few times by mistake when i tried to turn around.
>>> The skill tree is unlocked from the beginning. Not sure this was meant from the beginning of your planning for the game?
If you look at mid game game video below, when you leveled up you earned a new skill point where you can decide of the next skill to add (although the selection is rather limited). However, most people that tested the game did not even play long enough to earn skill points so I just added all skills from the start.
However, I do have a working skill tree component that I now can use in other games and this game.
>>> Maybe I just never figured out the general tactics there.The Fire Shield spell is your go to DPS spell, but I did a poor job highlighting that. The hints section on the main itch.io page says it but I guess it is not enough.
>>> I would like the controls to be a bit more fluent and responsive. I used QE a few times by mistake when i tried to turn around.
I wanted to have all the keys in one area of the keyboard (WASD for move/turn), QE for potion/interact, and 12345 for spells. This proved to be a bad choice as many people use different keyboard layouts and also have the same issue you experienced. I think after the jam upload blackout I will just use an on-screen GUI for controls.
I appreciate your feedback, it was constructive.
Really fun graphics! I included it in my compilation video series of all of the games from the Dungeon Crawler Jam.
Thank you for reviewing all the games. It is a large time investment, and it is much appreciate by the community. You are the best!
HEIST COMPLETED Nice trumpets at the end. I'm sad I can't use this strong staff ;) .
The game looks good and is fun. I specially like how smooth it plays, it's important because in this case it means it didn't bother me that it's kind of slow, because it always feels responsive at least. I'm not the biggest fan of this combat system with mana regenerating in real time and (real-time) cooldowns but as you never have to wait in practice it didn't really matter.
Intriguing fact : I think the commands are implemented in an unusual way, as with my AZERTY keyboard I get weird behaviours that I never had with any other game I think. Q both uses a potion and turns left at the same time.
>>> Intriguing fact : I think the commands are implemented in an unusual way, as with my AZERTY keyboard I get weird behaviours that I never had with any other game I think. Q both uses a potion and turns left at the same time.
Thank you for this observation. Looking back, I think I should have implemented an on screen GUI instead of keyboard controls.
I played the game, died 2 times then quit. It is a basic and simple dungeon crawler but it has all the mechanics and systems which constitutes a dungeon crawler game. I also kinda like it's simplicity. It's graphics are cute too. I find the movement speed is a bit slow and the charater steps are short too. These are some of the notes i took about your game:
- Combat is not very well balanced. You can only kill skeletons with fireball, staff does too little damage. Also skeletons have too much health i think.
- Health and mana regenerates too slowly.
- When i hit escape, i can't switch to fullscreen again.
- Lack of a minimap is not a con, there are lot of dc games without maps but when lack of direction is combined with difficulty it wears out the player fast also there aren't too many markers which could help with the spatial awareness imo.
I think overall it's a pretty solid and complete game for a game jam. Nice work!
>>> Combat is not very well balanced. You can only kill skeletons with fireball, staff does too little damage.
Your main dps skill is Fire Shield, where, you can still melee or cast fireball, while being immune for 3 seconds, and it does significant damage to an enemy in melee range. Enemies are quite easy to kill if Firesheild is used.
>>> I played the game, died 2 times then quit.
Did you purchase health potions and use them when needed? They help a lot.
>>> When i hit escape, i can't switch to fullscreen again.
You can click on the Fullscreen button on the main menu to go back to fullscreen. As you know since it is a HTML based game, escape will take the browser out of fullscreen mode.
>>> there aren't too many markers which could help with the spatial awareness imo.
You can interact with the torches (like turning them off) to set a bread crumb, so it will be easy to know which areas you have explored.
"Enemies are quite easy to kill if Firesheild is used."
Ah i didn't know that, i thought it is used to negate the fire damage, i guess i should've read it's description.
"Did you purchase health potions and use them when needed? They help a lot."
Yes i did but i ran out of them after a while, then didn't want to go back to the merchant to buy new ones.
"You can click on the Fullscreen button on the main menu to go back to fullscreen. As you know since it is a HTML based game, escape will take the browser out of fullscreen mode."
Yeah but it only works in main menu scene not on gameplay and if i go back to main menu from the game i lose progress. There must be a way to make it fullscreen on game scene too.
"You can interact with the torches (like turning them off) to set a bread crumb, so it will be easy to know which areas you have explored."
Oh it didn't occur to me, i thought i could pick up torches to illuminate dark areas but there weren't any areas in the game too dark to make the torch necessary.
It's a small but very neat game. It's very enjoyable.
Wow, you got a lot of polish and mechanics done in a short amount of time! I really like the lich enemy and using polymorph to get the chicken in! I felt the combat ended up being mostly a matter of using flame shield and spamming melee attack, but there's enough variety in the skills that I had fun experimenting.
Nice work!