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Morgan and the Dungeons's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Technical Execution and Completion | #11 | n/a | n/a |
| Impact and Engagement | #12 | n/a | n/a |
| Playability and Fun Factor | #14 | n/a | n/a |
| Theme Integration | #15 | n/a | n/a |
| Community Favorite | #23 | 3.400 | 3.400 |
| Innovation and Creativity | #32 | n/a | n/a |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Pretty fun and engaging! That put me through the wringer.
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Comments
I like the art! I can't get past the first part though, I keep dying seemingly randomly even though I haven't been hit
Thank you for playing.
You have to rotate the lever to open the door. We didn't had time to add little hints, the health bar is represented by the time, once runs out the player dies.
I like it! Fun and challenging game with original mechanics. Also great sound design π
Thank you! β€
Very cool gameplay ideas!
It's a bit hard to get into with the character movements, but after that it gets fun. Good job!
Some feedback:
- As other pointed out, the hitbox is feeling clunky
- The character movements feels like he's running on ice, make him stop immediately when the player stops moving, it's frustrating when the bullets require so much precision ^^
- The last boss phase music was a sad piano song, you should have put something with more energy to make it more epic!
- You also can get out of the map by using the door below π
Thank you for playing,
- It is a very good idea to just stop the player immediately, we didn't think of this when we were testing, It will definetly help new players and will introduce no hit run type of mechanic.
Good job finding the easter egg for map (We ran out of time), there is still 1 more easter egg to find in the game.
Nice game. Good gameplay. Balanced difficulty. Interesting mechanics. The art is really pretty and the story is good. I would change it so it is more clear where the player character hitbox is but it was easy to beat so it is not a big deal.
Thank you! π
Nice and polished game, well done! The movement felt a bit floaty to me making it quite hard to squeeze throught the narrow gaps between the bullets in the spinning lever levels. I liked that there were different kinds of 'minigames' that was really clever.
Thank you! π
(P.S. I can't wait to get some free time to play your game)
This one looked like it was going to be tough, but honestly it felt pretty forgiving with respect to the hitboxes and the amount of damage the projectiles actually did. I had fun with it, nice work!
Thank you for playing! I'm glad to hear you had fun π
Really dig the aesthetic and that turning mechanic is dope, but ngl it's way too punishing for casual players. Throw us a bone with some easier difficulty or health drops cause I was struggling hard lol
I'm sorry to hear you had a tough time. Thank you for your time, for both trying the game and leaving us feedback!
The art and writing really drew me in at the beginning. It would be neat if the theme of not getting things done could be incorporated more throughout the levels, like if you could read Morgan's thoughts on what's distracting them as their health go downs, or if the bullets were more a visual symbol of their distraction. Small details like that can make the game feel really cohesive and aligned with the theme. Definitely understandable if the team just didn't get around to it, but I also would have loved to see more of the writing for the ending! Morgan could reflect on the triumph of overcoming their negative thoughts, something like that. It could make an even more rewarding player experience for beating the last boss. Lastly, if you all plan to iterate on the game, consider ways to throw bullet hell noobs like me a bone lol Maybe life/time packs could be available on an easy mode! Hopefully I'm not coming off as overly critical - I did enjoy the game a lot and appreciate all the love and effort you all put into this!
This project had ups and downs, but we did what we could with the hand we've been dealt. I'm not making any promises, but maybe in the future we'll add more things to make the game feel even better.
I appreciate the fact that you gave an honest review, and thank you for taking the time to play our game!
Pretty unique bullet hell! VERY SWEATY! I liked the different styles you put in for the levels! I had a lot of fun! I gave up on this guy because my hand started cramping. The constant hardcoreness might be too hardcore for my hands. I can see this game being pretty cool! could introduce items to let the player feel like they have some sliver of hope when overwhelmed.
I'm glad you enjoyed it! I'm not a bullet hell kind of person too so I feel you. Some stages are too hardcore for even some of us ^^ Thank you for giving the game a chance! If we end up getting around to improve the game, we will def put your suggestion into consideration! c:
Wow, if I wasn't so bad at bullet hell game's I'd likely have played that a lot longer. I got to the first boss fight after almost giving up on level like 3 or 4 of turning the crank. The random left to right bullet patterns are so annoying.
I really like the mechanic of having the bullets decrease time and using the day effectively as a life bar. The boss fight was just way too hard for me though so I couldn't beat it. I also didn't realize until the boss fight that I could hold down two directions to aim on diagonals. I guess I didn't think to try before that.
Thank you for playing our game. Glad you liked the mechanics.
PS: (shh.. there is a secret button in game that when pressed you can skip the frustating levels. That's all i can say! :P)
(/=*O*=\)
I wasn't much of bullet hell player before this so I feel you! The level 4 bullet storm can be tough to dodge, but if you stick to the edges of the room it becomes more manageable π
Still, thank you for trying out the game!
First of all. nice vibes! I like the dungeon aesthetic and was excited to see what was around the next corner.
The first minigame where you turn the contraption was really creative and fun! It felt great to move and was fun and challenging to do while navigating the fireball obstacles. I haven't seen this mechanic in this type of game before, so well done!
The boss battle was neat and the second phase was unexpected and cool to see.
As other comments stated, I liked that the time limit of each room was connected to the health. The game feels quick and snappy because of that, and dying doesn't feel too punishing.
I like the game a lot, so I'm going to be a bit critical of certain aspects where I feel you could improve.
The fireballs themselves are the one area of critique I have. I'm not a huge bullet hell player, but I think usually when you have big lines of fireballs that's when the player uses so type of invincible dash ability to cross them, and that's how that type of obstacle can feel good. Since that's not in the game, the wall of fireballs didn't work for me (not bad, though).
Thanks for the fun game!
Thank you for playing our game!
We didn't think of invicible dash when creating, I'm very new to bullet hell type of games. So, before adding anything to the game I did played some bullet hell jam games on itch (that's all the research I did lol!).
Very helpful comment, will keep in mind for next jam.
In that case, this was an excellent first step into the genre! I played a game called Star of Providence somewhat recently, and that's the only bullet hell type game that I've played a decent amount of.
But, like I stated in my review, I really liked the moving contraption in your game. I feel like using physics like that in this type of game has some untapped potential.
Interesting idea with focus being Morgan's health, enjoyed the bullet hell, the speed of movement and turning the levers, charming art, amazing detail with the bosses, good music and sound effects, the title screen and intro page were fantastic, keep it up!
Thank you for playing our game! I'm glad you like it! β€
Thank you!!
I found this game SO addicting, and could have played it for another hour if it didn't crash (my laptop was BURNING UP XD). I felt this to be incredibly challenging; I've never played this style of game before but I caught onto the mechanics really quickly thanks to the clean simplicity and clarity. I was confused at first because shooting my blue spells didn't seem to do anything; I realized thirty minutes later that I just hadn't made it to the enemies yet lol. One of my favorites of this game jam for sure, and I've played more than half the games so far!
Glad! You liked the game, We Enjoyed making it, Played ourselves a lot too..
Yes, Shooting mechanics does nothing in some mini-games, We added shooting later.
We are a team of beginners, I'm one of the programmer for this and this was my first ever game that I worked on! Learned a lot and your kind words fuel me to make more!
Thank You.
PS: Will check your game too.
Glad u liked it! Also thanks for the constructive feedback. We were having some difficulty figuring out how to pack in all the variety into the game while also not overwhelming the player, ended up making some drastic decisions last minute because of problems with having "too much". But yeah there is still some confusing stuff left over, like "why is the game telling me how to shoot but not giving me anything to shoot at???".
Anyways, thanks for the kind words. I'm excited to try out your game next!
I love the way the lever moves, I can crank that for days!
Thank you for playing! I'm glad you enjoy it.
Glad you liked the game. I was kind of questioning whether having same lever game for three rooms will make it repetetive, but I think now, people are enjoying it a lot more than I imagined. Glad we did it this way!
Thanks man! The lever was actually the first minigame we built for the game cause it was simple to make, but something about it being so simple also makes it so fun and satisfying lol
Cool idea to blend damage and time remaining into one mechanic. It felt exciting to balance clearing the room quickly without losing "time" to damage. This felt like a great idea with a ton of room for exciting puzzles, combat and bosses!
I had a bit more trouble connecting the music/lute side with the rest of the combat. I wonder if it would be more clear if the game kept Morgan as the player for the music sections? Or if you leaned even harder into the "lute" aspect and dropped some of the dungeon trappings? Or maybe there's a connection that I didn't catch.
Cool idea to blend damage and time remaining into one mechanic. It felt exciting to balance clearing the room quickly without losing "time" to damage. This felt like a great idea with a ton of room for exciting puzzles, combat and bosses!
I had a bit more trouble connecting the music/lute side with the rest of the combat. I wonder if it would be more clear if the game kept Morgan as the player for the music sections? Or if you leaned even harder into the "lute" aspect and dropped some of the dungeon trappings? Or maybe there's a connection that I didn't catch.
Thank you for playing our game!
The minigames can be viewed as abstractized tasks Morgan has to complete on a day to day basis, leading up to them picking up the lute again (the Lute man is the representation of Morgan's fear and guilt when it comes to resurrecting a hobby they enjoyed). After conquering that fear, the following minigame with the sol key represents Morgan playing the lute again.
Due to time and other constraints it had to be kept abstract.
Thank you for playing the game.
You're absolutely right to notice some disconnect between the lute/music elements and the rest of the combat. Our original plan was to explore that connection more deeply but wWe had trouble with our writer, he wasn't able to work on the game after first week, and the team put extra effort to compensate that. What you see here is the result of that collaboration. Itβs still cohesive and something weβre proud of, even if a few elements may feel a bit unfinished.
I love the art and the aesthetic! This is so cool that you put this together.
Thank you! π
Thanks!!
Nice artwork for the characters!
Thank you!
I've got the zoomies while playing. Can't wait for what else is in store!
Thank you for playing our game! I'm glad you like it!
Omg the zoomies. Thanks!
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