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Greed Dungeon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #184 | 4.214 | 4.214 |
| Enjoyment | #340 | 3.643 | 3.643 |
| Gameplay | #439 | 3.357 | 3.357 |
| Overall | #488 | 3.357 | 3.357 |
| Audio | #605 | 3.143 | 3.143 |
| Innovation | #897 | 2.786 | 2.786 |
| Theme | #924 | 3.000 | 3.000 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Roguelite + deckbuilder, slay the spire inspired.
What code and assets did you not make from scratch during the jam (if any)?
"Shader" and some Music, also take reference https://github.com/mixandjam/Balatro-Fee (Code are modified)
How many people worked on the game?3
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Comments
Neat little game, didn't realize you could buy new cards until my third try. Did get a weird bug where I was skipping every other fight.
I enjoyed playing this game, the risk it for the biscuit part being whether to go on depending on if you think there is still enough offensive card on the deck is a unique take for the jam. I see that retreating gives you money based on your score to gacha new cards and thats cool as well. I'd say if possible implement a save file mechanic so that refreshing the page doesn't reset your deck/money from the start since the game relies on progression and the gameplay time would be high if you want to have repeated run & buy new card cycle.
I'm not gonna repeat what other said about the window size, but yeah i had the same problem. Firstly, congrats on finishing the game on time, clearly there's a lot of content present in a week. From the gameplay perspective, you had a ton of ideas on cards, but the gameplay itself, for me was just casting all the spells i have and moving on to the next enemy, I would recommend you focus on making less content for other game jams, but refine the polish and game loop
Thank you for the feedback! Yes, we set our priorities wrong, we focused too much on the art and didn’t leave enough time for programming. To be fair, we were short on artists, so we tried to handle everything ourselves. We actually had more ideas, like a cursed card mechanic, but due to the time limit we couldn’t implement them.
Very nice game I really enjoyed the game loop upon a point were it didn't allow me to continue (could neither select a card or end the turn game seemed to be completely unresponsive to any input)
Nevertheless great game.
Very cool game with a great vision! It's quite fun however the gameplay loop is a bit negatively impacted by the lack of cards, but it's still an amazing amount of polish in such a short time. Good game!
Cool little game with very impressive visuals. A lot done in the short time. Just wish the cards were bigger so you can appreciate the shaders and art instead of a pop up menu. Also the retreat mechanic is interesting and fits the theme, but I wish it didn't end the game. Maybe retreating restarts the dungeon but heals you up or something?
very good for being done in such a small amount of time.
thank you we've worked very hard on this game. We hope you enjoyed and looked forward to our development and upcoming games!
Very cool game, unfortunately I couldn't reach it very far because the game would get blockedafter a fight not allowing me to proceed. Probably happened when an enemy died because of a status effect during their turn, but I'm not sure. As for the rest, great artstyle and fun game!
Thank you for playing our game and for the feed back. Yes it's true we noticed a lot of bugs during the development of this game and we have used the grace 48 hour bugfix rule to bugfix the hell out of our game including this one.
The game looks interesting, and the shaders and artwork are really good too! Some things that could be improved are, as others already mentioned, the text on the cards is almost unreadable due to the window size. Another thing is that it lets you play cards while you’re out of combat (unless that’s intended, but I mention it because it felt a bit odd)
Thanks so much for playing and for the compliment! You’re totally right about the card text. We noticed those too and have already fixed them and still fixing some of the bug, we're actually open to any suggestions on how the game feels and we intend to improve on it
What an art. I only wish the the game window was a bit wider because it is kind of hard reading text sometimes... or maybe that's just my problem. anyway, if you plan on working on it, maybe adding a bit more juice or "umph" to each card usage would do wonders, otherwise really nice game!
Really appreciate the kind words! We’ve already fixed the tiny text. As for the “umph” & feel, we actually built an animation for it, but sadly since this is our first go at Unity WebGL, it uses a feature WebGL can’t run haha