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Dungeon Mimic's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Your personal opinion | #13 | 3.299 | 3.357 |
| Aesthetics (Art or music) | #15 | 3.369 | 3.429 |
| Overall | #17 | 3.176 | 3.232 |
| Innovation | #24 | 2.597 | 2.643 |
| Use of chosen theme | #29 | 3.439 | 3.500 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme its based on
Faster! Speed!!
Any pre-made / external assets used
explosion effect
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Comments
Fun game, and cool that the levels are random! A bit too difficult perhaps, and if I had to guess a theme, it would be "Watch out for traps!" and not "Faster! Speed!!".
I'm bad at these kinds of games, but I do like the presentation and idea!
Very cool that the levels were in random sequence, kept me trying again and again to figure out a good pattern. Also shout out to the explosion sprite and 'the dungeon won the race' as a death screen. Hope you had fun jamming ✨
Oh my god I found this to be so difficult, highest I could get was 4 rooms haha
I really like how levels were randomized each time. I do think the falling platforms should have a bit more leeway, they fall really quickly and once they start falling it's quite hard to jump off them and usually forces you to restart. Some levels were quite tight, it was still fun to try to optimize them.
Good job!
I liked how the rooms were very different each run. Sometimes I felt really unlucky with the first room, but other times I felt like they were very fair. I had the most trouble with the wall jumps. And while it might be a small thing, I thought the main menu was really nicely done. Good job!
This is fun, I kinda suck at it but thats a me thing and not the game
I am not really good at these types of games so I had trouble getting past the first few rooms, therefore take my comment with a pinch of salt.
I feel the controls and movement in the game needs to be worked on some more. The jump feels very floaty. There is a trick to fix that my increasing the gravity for characters when they are falling. Wall jumps onto the same wall feel unreliable, at least when I attempted them. Oh, what threw me off the most was that I cannot jump when a tile is falling because the character falls slower than the tile. That lead me to miss a few jumps because the jump input got eaten. I think similar games fix this by having a small period after the character is no longer on the ground where jump inputs still work, less than a second usually. The GDC talk "Math for Game Programmers: Building a Better Jump" would help a lot with these mechanics :)
Thanks for the review! I’ll definitely take it into account when working on the next update.
This is amazing, the gameplay is fun, and I think the update just made it even better. Keep it up =)
its the goat