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Dungeon Crawler Crossing's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall fun and playability | #64 | 1.682 | 2.091 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
Chickens can be found in the first area, both large and small. The villagers also have some things to say ab out chickens.
We went with the genre twist and aimed for an dungeon crawler meets cozy game with a little Doom/FPS.
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Comments
It's a shame you weren't able to finish this. I think it may have been a better idea to focus on making the game completable before polishing up the town so much.
But from what is playable, the visuals are great, the town was well put together, and I liked all the unique characters.
The projectiles the player could shoot felt nice and punchy. The random spell effect was interesting, though I'm assuming that's a result of not having time to finish the combat.
The random weather events were also really neat, and the ambient AI animals wandering around were fun. But again it felt like stuff that should've been done AFTER the game could be completed.
All that being said, I think this could be a really neat cozy dungeon crawler shooter if you finish it up post-jam.
Good job!
Very fun NPCs I included it in my compilation video series of all of the games from the Dungeon Crawler Jam.
The town is very nice itself, graphics good for it and its cute style. Talking to the npc is good and there are quite a few of them too. The fps shooting is good too. The movement speed was good, felt just right where not too fast or too slow
The rest of the game felt like it needed so much more work, the combat would be good but enemies don't seem to work at all and the dungeon part of the game did not look that good, it was just a bland cube cave.
Good work on it but will need more gameplay so it can be good.
Cute entry! The town felt a good bit like an animal crossing town. The grid movement felt good, the graphics were great, the city was set up well and I really enjoyed the different magic animations. While unfinished, I liked there was some options to go into an arena, the dungeon or outside the town to hunt some creatures.
A few issues - the UI never seemed to update for your magic or health and as you noted, there were some bugs with the enemies not attacking. Also the dialogue was a bit nonsensical and served little purpose. There was also some weird graphical issues with the fog in the distance.
With some extra time you could have a cool cozy crawler with some animal crossing vibes to play! Gameplay here
The town's well setup layout wise. It pairs well with a grid.
And there's quite a bit of Character Dialogue, though the trigger
I could see it coming along well with more time.
Very ambitious and over-scoped.
Which is a bit sad as there is a lot to be liked about this one. However this is a very good base for something bigger post-jam. But will require some more days then just the nine days to make it work.
Could become a very interesting game after the jam.
Keep it up!
Needs some more work to make a full game but it has potential!
Interesting ideas, I liked the artstyle and general vibes.
This could potentially be very good if you expanded on it post-jam. Many systems were started it seems, but you didn't quite get to finish any of them. The base of them all seems pretty engaging and it'd be cool if you followed up on them.
For jam entries sometimes less is more. I see you were trying to do something grand and simply run out of time - that happens all the time and its quite understandable, since time limits of jams are harsh on puprose.
Bugs I encountered (appart of obvious unfinished parts):
I personally would do smaller village with some key NPCs first, focused on main gameplay (which is dungeon crawling), polished it out and then would fleshed out village/looks etc. You had something going for it, it just fell flat because of the time limit. I bet if you wouldn't spend so much time on a huge village where nothing important (as far as I can tell) going on anyway - you would make more of the core game itself.
Do not get discouraged though! Jams are hard. Making correct scope is something even experienced jammers fail sometimes. Just keep on going and keep on improving. Its jorney that maters anyway. Each time you will learn something and that will help in other jams as well :)
I'm a bit overwhelmed, Is there a main goal one can achieve? The mayor has nothing to say and I don't know whether the second floor of the dungeon is meant to be accessible and I'm too dumb to figure out how or if it's not accessible.
The base is super solid either way, I love these very detailed environments with plenty of characters offering dialogs, the movement is perfect, it feels very good and the gunplay is satisfying with the caveat that the enemies, even when they react in the arena, are not much of a threat.
Also I think the game 100% meets the jam requirement, they've been some cool games with bullets not following the grids during the previous years such as these 2 ones :
- https://mahoushoujomagicalmoestar.itch.io/labyrinth-io
- https://apoly.itch.io/tomb-of-aeon
It definitely doesn't violate the rules and I don't think it violates the spirit of the jam either.
I think it's more common to turn around with QE and strafe with AD than the opposite way.
Thank you for checking it out. I spent most my time working on the village then had to rush to throw some dungeon crawler into it so it's very incomplete right now. I should add that to the description. The second floor of the dungeon is blocked off because I ran out of time. I have seven floors built, but they are mostly empty.
I plan to circle back and address the following items:
Some items that might be added at some point include:
Thank you again for taking the time to check out the game and providing feedback! It means a lot.