Play Feathery hellhole
The wrath of the Chicken-God's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall fun and playability | #66 | 1.609 | 2.000 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
Chicken-enemies, and roguelite-like advancing in the game
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Comments
This had a good foundation but I could never find any other floors or know how to do any of the combat. Somehow I missed the combat instructions on the page when scrolling through but it could greatly benefit from an in-game explanation/tutorial of sorts. The movement was solid and you're in a good spot to build on this to make something really cool.
Gameplay here
Thanks for the feedback, no yeah you totally have a point, many of them actually. This is after all just a very crude build-up from the original idea, since we're beginners in programming, I totally got the cringe watching the video, but we're going to continue developing it. so thanks for playing the game!
It's not a bad start. Only big problem was there was no in-game explaination. I should really default to reading the game pages ahead at this point.
Yeah, no worries, we know we really should've made a tutorial!
thanks for playing!
I did some runs. The best I did was probably 46 points starting with no bonus, never got past floor 1.
The perspective is good, movement feels good and the game controls well. I like the idea of the battle system, including that you always die in one hit (that's a good thing but it's perturbing because you've got an hp bar that is never eaten) immediately when failing to press the right key.
I didn't think the super sad music worked very well with a game where you chase chickens and combat is about pressing keys as fast as you can.
Now I would have tried 2 things to make the game more exciting. First 10:00 per floor is very long and I think the floors as huge. Mapping the game I think that I never managed to reach neither an edge nor a point where a floor would loop (with the west connected to the east). Something like 02:00 and a small floor (then either each floor is smaller than the previous one or you have less time) might be more what I'm looking for in such a game. Secondly, while I like that you immediately die when you type the wrong key, I think the time left should decrease faster while you're fighting to put extra pressure on the player, and probably faster and faster as you ascend. Maybe these are not good suggestions, these are the things I'm currently thinking of that I would have explored.
Thanks for sharing the game!
Thanks for the feedback! The reason you die onehit is practically a bug with levels and stats on both enemies and players, since version controlling with a friend that makes a game in completely different schedule is hard, and we are thinking about making navigation easier.
though, if you truly did like the oneshot death, we could make somekind of hardcore mode where you die instantly when hit.
Thank you for playing the game!
As mentioned for the second game it is really great entry. Battle system is simple but interesting, it has a potential to be developed, skills after death is great feature too. Good job.
Neat game! I included it in my compilation video series of all of the games from the Dungeon Crawler Jam.
Thank you! We're going to polish it later. :)
The dungeon looks very good; I enjoyed the art style. I also really enjoyed the combat, it was a lot more interesting than just smashing one button. The skill points you can use upon death are a neat addition as well (I got up to 58 points). As for the movement, initially I thought it was fine, but the more I played, the more it felt really slow and sluggish. In my opinion, there is a lot of moving and backtracking in this game, and the movement speed needs to be increased to accommodate this. I also second what others have said: a map, or some other way to get your bearings, is necessary for this game, as the maze was way too confusing and it was easy to get lost or accidentally backtrack. I made it to the second floor literally at the last second before the timer ran out. I'm not sure if points were automatically added to my character after reaching the second floor, but on the second floor the enemies were a lot easier to beat. Some other minor issues: a volume control would have been nice, since the music starts really loud and I had to decrease it in my system settings. Also, adding audio to combat would have added a lot in my opinion. Good work overall for your second game ever, definitely something you should be proud of!
Thank you so much! Yeah we're probalby going to redo some of the things in the game we didn't quite like but didn't have time to change, for example the movement and fix the enemy levelling, also we're going to add variation and make the battling more exciting, but that you'll have to see for yourself then if you're interested :D
Dungeon looks nice, the combat system is simple but works well, however the level is very confusing to walk around, it is very hard to get a sense of direction, it needs a map for this one or some landmarks so I can work out where i am going. It is good first attempt but would been much better just having the map
There is a lot of running around corridors trying to find chicks.
I think the left-right click combat works, but maybe should be a bit more obvious.
Dungeon looks nice and movement is ok!
It's a good first attempt, and I like the fact that the combat was a little more complex than just push one button until dead.
I think there's a good base here that could've really benefited from a few extra things. Foremost being a map. I navigated my way through a few levels, but it's very very hard to orient in procgen mazes without a map. So whatever exits I did find were purely out of luck. With either a map or some landmarks/clues to orient around, this maze navigation thing would've been cooler.
Thanks for the feedback! Yeah, we kind of ran out of time, we tried to make the most important things first, but due to lack of expereince and skill, it came out kinda bad, but we're currently thinking of continuing the devellopment of this one at some point.