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A jam submission

Dungeon Sweeper RoguelikeView game page

Minesweeper as a roguelike in a dungeon
Submitted by Devaos — 18 hours, 36 minutes before the deadline
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Dungeon Sweeper Roguelike's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#13.7503.750
Fun#23.8753.875
User Interface (UI/UX)#43.5003.500
Visuals(Graphics)#83.0003.000
Sound/Audio#82.7502.750

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://devaosx.itch.io/dungeon-sweeper-roguelike/devlog/960653/dungeon-sweeper-roguelike-v010

Developer Feedback Questions
- How is the difficulty?
- Did you like the original Minesweeper game?
- There are many ideas to expand this game; is there something you would like to see next?

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Comments

Submitted(+1)

Very nice combination of minesweeper with dungeon crawler, definitely working as intended, love the abilities with cooldowns, items and powerups, plenty of potential to expand an idea like this, also the evil laughter from the poral when clicked.

Got to level 3 before it started to feel too hard, only real critique I have would be that all enemies besides the basic rats are goblins (although pretty nice that stronger ones get different sprites), where's the bats/undead/demons/golems/evil wizards one would expect at a dungeon too?

Developer

Indeed! Undead, demons, golems are on the to-do list, and more. Completing level 3 would show a preview if you're still interested. 🙂 It's true, the difficulty rises quickly, especially with the Orc Chieftain in level 3. Easier areas shall follow soon. Thanks for playing and appreciating the details! 

Submitted

oh this is a really cool idea, and you pulled it off great! furthest i got was partway through level 2

it took me a few tries to start understanding the game better. i haven't played a ton of minesweeper so i probably don't have the best strategies, but i was starting to be able to puzzle things out more towards the end of my time with it. it did feel like things were a little crowded, which made it more difficult to suss out where enemies were and how much they hit for (i had a lot of moments where i had two blocks next to each other, and i knew what they added up to but didn't feel like i had enough info to say how much each individual block was). but that's not necessarily an issue--the scry ability and the fact that you can still shield on any block makes it less frustrating. still, maybe a smaller board (or more sparsely populated enemies) for earlier stages would be good, and let it build up to bigger boards for later floors of the dungeon.

graphics are fitting for this game--i like that each level of monster has a different look, and it gives a good dungeon-crawl feel. the info surrounding the play area was a little tricky to figure out at first, but as i played it made more sense. now it seems simple and functional. the music is good, if a little repetitive (especially with how long i was taking on each level). maybe a different song for each floor, or a few songs that lead into one another would be good?

overall this is a really cool take on minesweeper! i can see myself coming back to this one. nice to pick up and play for a bit c:

Developer(+1)

Many thanks for your detailed review and many suggestions. Also agreeing with the music. Yes, there's still a lot for me to do, including easier areas, fewer enemies.

Submitted(+1)

I really loved this. Took me a while to realize how the game works but once it clicked it became lots of fun. It has the same "Aha" moments as original minesweeper when you find one block that lets you sweep over and figure out the numbers of a whole lot of other blocks. Reached halfway through level 3 before stopping because it was taking quite a bit.

My suggestions:

Abilities should be a little brighter. Since they have a cooldown you'd want to ideally use them as early as possible, but I keep forgetting they exist when the cooldown runs off.

Enemy abilities should either be simpler or more impactful for the player to pay attention to. The nature of it being randomly generated levels means the enemies won't really be in positions that are synergistic enough to have a pattern you can follow. I didn't really pay much attention to the enemy abilities and was still able to smoothly go forward for the most part.

More auto clearing. The minesweeper I play on my phone lets you hold over tiles to remove any tiles that are guaranteed to have no bombs. For example, a corner tile where three of its neighbours have the same number, will obviously mean that its neighbour tiles are free.

A confirm to pick up the auto cooldown item.

The number of cards in the deck should equal exactly the number of enemies. So that a player who has not wasted a card on an empty tile might get a bonus if they clear the entire map.

Developer

Many thanks for your detailed feedback, much appreciated! These are great suggestions.

Ability cooldown notification and item confirmation - yes! Will do.

Regarding the enemy abilities, they are already very impactful if you're going for the second achievement. Otherwise, the descriptions are rather complicated, it's true. This also relates to the number of cards which are currently balanced towards using your hp pool to get the achievements. Maybe you'd like to go for it? 🙂 Anyway, yes, more patterns and also more hints to existing patterns will follow, since they're not as easy to make use of as intended.

Auto-clearing I left out so far because this game one day shall feature enemy abilities hiding the numbers around them. Let's see it this doesn't turn out to be too frustrating ... thank you very much once more for sharing your ideas!

Submitted(+1)

The difficulty ramp seems fine to me. I quite enjoyed minesweeper but didn’t like the 50/50’s you can find in it so I stopped playing it a while ago. This seems to be a good solution for that issue personally. I loved this and wished there was more levels, or even a randomly generated version of it. You know it’s fun when I decide not to progress to the next level as soon as I could, and end up wanting to clear the full level first before progressing. Great game!

Developer

Great, thanks for your feedback, and I'm glad you enjoyed it. That's what I was aiming for, so you can move through the levels early or optionally accept the challenge(s). Oh I wish I could implement a full roguelike using procedural generation but probably not anytime soon for this game. More levels are definitely planned. 🙂

Submitted(+1)

Found it quite difficult but I'm not a big fan of this type of game.

What if the game mechanics were changed to more of a dungeon crawler so the players character or team enter the dungeon and fight their way through with the minesweeper fog of war system as a way for the player to ensure they navigate the dungeon the best way.

Then factors like moving monsters could be part of the game mechanic and make for a way more interesting experience at least for players like me.

Developer

Thanks, great ideas! It would be a different game, though. I considered movement on the grid with a player character but I had no idea how to balance out the different aspects. Also the deck building plans got cut for now. Perhaps we'll see your concepts in the future; could be fun!

Submitted(+1)

Cool game! I always liked minesweeper ... and this is really an interesting addition.

For the first 3 levels the difficulty is fine to learn the game. Would be nice to have some  more levels with higher difficulty. I barely needed my health potions and I never needed to redraw cards.

Would be nice to get some quality of life features:

  • When hidden tiles are marked with a number, show a small number of the remaining count on the adjacent tiles.
  • Same for the total count of enemies: show the remaning number when discovered and marked tiles are substracted

Overall a really cool concept that breathes new life into minesweeper!

Developer

Thanks for playing and your feedback. The levels are easy indeed if you're directly going for the gate but the second achievement should be challenging, in case you're interested. Anyway, I definitely shall add more levels in the future. About the redrawing of cards, I think you just pointed out that the wording is misleading, good to know!

Good suggestions, thanks. I'll consider them.

Submitted(+1)

Cool game. I have so far progressed to the middle of the level from the second attempt. The number of defence cards is limited, correct?

The hint for the redraw ability says that it is on cooldown, but it doesn’t seem so.

dungeon.png

Developer

Hey, thanks for playing and the bug report with screenshot! Indeed, cards are limited and the hint appearing in this situation was not intended.