The game clicked once I got the bow... and kept getting better with each weapon pickup. The combat is a little frustrating, but the forgiving health system (on normal) alleviates that. I did not have a chance to dabble in the upgrade system, but I appreciate that it was there. Fun, bite-sized experience!
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Rise of the Biscuit's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #445 | 3.311 | 3.311 |
| Visuals | #521 | 3.712 | 3.712 |
| Gameplay | #670 | 3.121 | 3.121 |
| Overall | #686 | 3.187 | 3.187 |
| Theme | #719 | 3.235 | 3.235 |
| Enjoyment | #843 | 3.121 | 3.121 |
| Innovation | #1049 | 2.621 | 2.621 |
Ranked from 132 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?
You need to save biscuit in a dungeon, kill enemies and bring it back.
You risk that enemies can kill you.
What code and assets did you not make from scratch during the jam (if any)?
Base UI elements are from our other game (called Iterum) and we modified it to fit the theme of the game, few UI elements in the game are from internet (just inventory background image and power up image if we implement it to game in time).
Music and weapon sounds are from pixabay (we modified SFX from pixabay to fit in our game).
We used A* pathfinding in our game for enemies and hint line.
For more information about all links to assets we downloaded from internet, see legal.txt file on our game site (we will keep updating it if we add some other assets to our game).
How many people worked on the game?3







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