I'd be lying if I said I understood what I played. It lacks a good lot of feedback In the dungeon sections, it looked like I wasn't moving but the movement counter was going up. And during the fights, I didn't understand the health bars, those are not straightforward and I just randomly stumbled upon doors and got back to the dungeon part. After two fights, I just got stuck on the dungeon, I went up to 250 movements and the room did not change at all. You say this is part of a larger universe, and for that I encourage you to fix all of these problems and keep working on the game
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Underflowers The Labyrinthine Dance's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #1352 | 3.400 | 3.400 |
| Creativity | #1699 | 3.800 | 3.800 |
| Narrative | #1902 | 2.850 | 2.850 |
| Artwork | #3466 | 3.150 | 3.150 |
| Enjoyment | #5765 | 2.450 | 2.450 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game is a roguelike, specifically the black baron and white warlord books, which seeks to evoke the sense of constant resets: 1. find the exit 2. face enemies 3. escape a cycle without an end in rhythm.
(Optional) Please credit all assets you've used
The music by liebito il gatto the level desing by alejocraft The rest extreme me
Comments
I think I forgot to mention these parts in the tutorial but they are called breakable loops that if you press a button it takes you to a different room it can be an enemy or the exit only to watch the counter and in the fights my mistake I did not know how to explain
But in a nutshell, they are already existing maps with an AI that detects rooms
Art and music are great! Arrows goes a bit too fast and the lack of feedback and clarity makes it a bit frustrating sometimes. Olso it's seems that there is a bug where you get stuck in the same corridor no matter how many times you press on the arrow. Otherwise, I think there is a good base and with a bit of work it can become really cool!
It does need a bit of feedback on the arrows/items but that's a nice prototype nontheless !
I love the creativity and style of this game! One of my favorites based on the aesthetic/creativity so. The combat is also fun and charming, if not a little long, but I am excited to see where the game leads. Do you already have an ending, or is the game still in development for now?
I have to say I get pretty lost. First time I decided to go without tutorial, the rooms were the same (only option was to turn right, but movements were increasing even when I clicked left). I restarted, checked out the tutorial (as other people said - text was a little too fast) and this time it actually works. I like the idea, even though I'm terrible at rhytm games. It was also hard to check the health bar at fight so some suggestions/sounds would be awesome. Anyway, good job!
I'd move the tutorial to the beginning of the game, I skipped right over the button without seeing it haha. Other than that, I wonder if you'd consider slowing it down a bit, it feels really fast right out of the gate. Congrats on a successful jam!
I'm afraid I can't tell what's going on during the labyrinth part. I'm pressing arrow keys and the movement counter goes up but it doesn't look to me like I'm moving. Sorry if I'm just not getting it. I like the music and the idea of a rhythm battle.
Cool idea! It was kinda tough wrapping my head around what was going on, but it was alright.
I got to a chest and entered a fight but had no idea if any of my buttons did anything. Is there some sort of feedback when a button works?
That’s really a great idea. I just had to watch the tutorial at the beginning to understand how it works. Also, the music is really beautiful and adds a lot to the atmosphere.






That’s why everything is different from the gameplay to the designs.
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