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A jam submission

Dungeon CatsView game page

University of Tulsa CSG 3023: Action-Adventure game
Submitted by cwe5040, YuroTheFox, TempoTown, Tim's Super Studio, Sami — 25 minutes, 33 seconds before the deadline
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Dungeon Cats's itch.io page

Results

CriteriaRankScore*Raw Score
Player interactions worked as intended in play.#14.4464.545
The game had no bugs, glitches, broken systems, or unclear results.#14.1794.273
The core gameplay loop ran smoothly and consistently.#34.4904.591
The game showed clear, thoughtful design and iteration.#44.2234.318
The game balanced challenge and reward effectively.#43.3793.455
I would choose to play this game again.#43.2903.364
The game’s difficulty felt appropriate for its intended players.#43.8233.909
The art style and visuals fit the game’s intended tone or theme.#44.6684.773
Gameplay pacing kept the experience engaging throughout.#53.5123.591
Interface feedback helped players understand game outcomes.#63.3343.409
Outcomes were uncertain enough to support strategy and choice.#73.1123.182
Music and sound effects supported the mood and gameplay.#81.4231.455

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • My only real complaint here is the lack of audio. Other than that, it was cute, fun, and challenging. A minor thing was lack of feedback. I knew my magic was hitting because the enemy disappeared, but not before. A sound effect or color shift on the enemy would have gone a long way, but that wasn't a deal breaker for me. I could see myself playing this one again. Good work!
  • For what I like: The art was amazing. Save for the sandwich, everything was cohesive and fit the mood well. I do wish there was music, though. The enemies could see me way before I saw them. I often found myself spamming the attack button across hallways, hoping my shots hit what I couldn't see. While playing around, I discovered there was an issue with the character speed. If I moved in a straight line, the big enemies moved as fast as me and the other enemies moved faster. However, I tend to move in diagonals/circling my target. When I circled, most of the enemies were faster than me. Once they got up to me the only way to avoid damage was to spam the attack and hope they died before they hit me. This became a huge problem in level 2, where there was nowhere to run in the boss room.

Game Description
Explore a dungeon as a wizard cat and defeat the evil that lurks within using your magic.

Gameplay Dynamics
You are faced with enemies throughout the dungeon, who you must defeat before they defeat you.

Game Atmosphere
The atmosphere of the game is dark and foreboding.

Technical Details
To unlock the boss door, you need to collect a sandwich hidden in the dungeon.

Names of team members
Austin Hawkesworth
Brianna McConnell
Camden Edwards
Sami Khandker
Timothy Stroup

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted

This is an alright attempt at an action-adventure game.

Pros:

- The lighting mechanics were neat.

-  The models were well made and cute. 

- The setpieces were competently made and implemented.

Cons:

- The feeling of fighting was uninteresting. It can be massively improved with animations of some sort.

- The player hit detection was off, I had to stop moving in order to take damage. 

- The levels felt empty of interesting visuals.

- The atmosphere is undermined by the innately silly premise.  

- No sounds at all, and no visual feedback on the player's actions.

Submitted

I quite enjoyed this game, i think the mechanics are great, just that it was actually quite difficult to take damage, even in times when i definitely shouldve taken damage (the end of the 2nd level) just constantly moving prevented me from taking damage even when i was cornered. some sound would be nice but lowk doesnt matter that much. the visuals were great.

Submitted

The two main things I see that could be improved upon would be some music and sound effects to enhance the ambience, But also only the fast enemy could really hurt you if you were consistently moving backward. There also isn't any visual feedback when it comes to the amount of health enemies have which I think would help.

Submitted

This game is definitely the most polished out of all of them, and runs consistently and smoothly. My only complaint is that the core of the gameplay is a button masher, and in certain situations there's no way to win unless you simply backtrack to the start while spamming at the enemies so they can't hit you. If this game had sound and a rework on the enemies/player interactions I could see this as a full project some day. Despite the issues with the gameplay, this is an exceptional piece of work.

Submitted

Technically, this is probably the best game of the whole bunch. Other than the occasional graphical issue, I encountered no bugs or glitches while playing. The game also has excellent art direction, although some background music and sound effects would have been very welcome. On the other hand, the gameplay feels undercooked, lacking engagement at best and being physically painful at worst. The player's movement speed is less than ideal, and the fact that you only have one fairly weak projectile and the fact that the player is basically invincible as long as they're moving means that the only valid tactic is kiting the enemies while you slowly chip away at them. In addition, the fact that the projectiles have no cooldown but can't be automatically rapid-fired forces the player to nearly constantly be mashing the left click, which is painful to do for more than a few minutes. Ultimately, this leads to a less-than-stellar gameplay experience.

Submitted

This game needed a major bump in difficulty. Every enemy can just be kited back as you shoot to kill it with ease. Also, you can walk through some walls for some reason.

Submitted

I like the overall aesthetic design. The enemies and player were very unique, and the map and especially the lighting were very cool. The lighting made for fun surprise moments of hordes of enemies coming out of a darkened room. The zero-cooldown on attacks added a fun action button mash to combat.

My only real complaint is the lack of sound. Some background music and some noises for attacking, enemies aggroing, and so on would have been very nice.

Overall, fun game!

(Also, thanks to enemies walking through a wall in level 2, I found what I will assume is an easter egg of a very big observer. Whether it was intended or not, it was very fun to find.)

I quite enjoyed this game!! Was actually kinda similar to our game lol, didnt realize that until I played this one. But this game took a 3D direction with small claustrophobic rooms and a lot of darkness which I think really benefits this games vibe. I like the artstyle and how the characters and world is blocky, there is a really good amount of detail put into all the rooms, like having a bunch of clutter and furniture makes the rooms feel a lot more real. And allows for some strategies since enemies can get caught on items. I like that the light follows the player and that adjacent rooms are shrouded in darkness when the player is not in them, that adds some mystery and discoverability to the game. I also really like the menu style, its very pleasing and I like how there is some animation to the text! 

I think the gameplay is okay, I think there is a decent amount of enemy variety. Weak but fast enemies, slower and more durable enemies, bosses, and it was easy to tell them apart which was good. But I think maybe different weapons or abilities may have helped add more dynamics to the gameplay loop. I often found myself walking into a room and immediately walking backwards out while shooting to take out enemies. I think a weapon that did less damage but could pierce through enemies and hit multiple at once could be a cool idea since I saw enemies could bunch up a lot. But I like that some fun was had with the enemy spawning, like others mentioned the ambush at the start of level 2 was a fun idea. The levels were pretty large and there were a ton of enemies, especially on level 2, so there was difficulty there. Maybe adjust the enemy spawns just a little, some rooms had loads of enemies.

As others said some sound effects could be a nice addition, would help gameplay a bit. I dont necessarily think you need enemy health bars but it wouldn't be a bad addition. 

Submitted

Very cute and well-polished. I loved the controls, specifically the point to fire. There were definitely tactics to use to guarantee a win and the challenge wasn’t super high, but for a first two levels that’s not a bad thing at all. The art was super fun and endearing. I liked that he slid around and wouldn’t suggest animating a walk cycle for it. Cool enemy designs too. 

Submitted

This game was very fun! I loved the art style and the dark dungeon; I was actually startled when the enemies started appearing on the screen. I loved the semi-silly design of the enemies and the sandwich; the game just felt fun throughout. I liked the attacking dynamic and how it interfaced well with dodging. I think the game could have been just slightly more challenging. I also think that some audio/visual cue that damage was being dealt could be a good motivator for the player. The maze was difficult yet balanced, and the time to complete each level was appropriate. I really enjoyed this game!

Submitted

quite spooky travelling from room to room, i jumped almost every time i was under pursuit! the sandwich pic was funny but overall the art style was very cool, reminds me of minecraft a bit! could definitely use some audio support i think that would've really made things more unnerving! players might benefit a little more if they could move a little faster and also see the enemies' health status somehow! good job on this!

Submitted

The art direction for this game is really fun and unique. I am a big fan of the cat wizard character and the sandwich that's just a png was a funny juxtaposition to the rest of the well crafted art style. The lighting is very nice and really helps sell the dungeon mood. The only critique I have is that the character felt a bit too slow sobacktracking felt sluggish. Great game!

Submitted

This was a fun game and I enjoyed the atmosphere it created. It was a little spooky but also had some funny parts which were refreshing. The core gameplay loop was very intuitive and easy to understand. It was a little surprising that the levels just ended after the boss but that does make sense for the game. Overall all of the systmes came together for a good game.

Submitted

Good game!!! I thought the art style was really nice and it looked super cohesive. The gameplay loop was a bit dull due to the slow player movement speed and the uncapped player attack speed, which generally made it a loop of slowly walking into a room, walking backwards while spam clicking, and repeat. Level two has a ton of enemies, which makes this feel even more clear. I like the idea, though, and the styling of the game, it's maybe just one or two game mechanics short of a great experience.

Submitted

Loove the art. The character models look great, the dialogue looks great, and especially the environment looks great. The way the lighting was done make the player on edge with whether or not theyll see an enemy in the room. As for the gameplay, i wish there was some audio/visual indicator of when i hit an enemy or when i take damage. Some sort of sound whenever the player uses their wand would be nice too. Overall cute game!

Submitted

Really cool game The cohesive art style made the game really nice to look at, and the detail of the lights turning on only for the room you're in is a great touch. I've only really got a couple of issues here. Firstly, the shooting direction feels very slightly off, and the shooting requiring mashing click was not fun. I'd rather hold down the button and have a set fire rate. Second of all was the enemy AI. All of the enemies just running at you in a straight line was not fun. It made it trivial to just walk away from them and click at them. The only time this dynamic changes is in the final room of the final level, where you are trapped with almost nowhere to run, but this only resulted in me getting cornered and being unable to move, rather than a close encounter that felt like it required quick thinking or a unique strategy. Still, this game is fantastic, and if it had a bit more replayability, I would absolutely come back to it. Great work!

Submitted

This game's art is very unique and helps it stand out. Although I have to admit, it was pretty similar to the other cat game game. While this game makes up for it's core gameplay mechanic with level design, what this game lacks compared to the other cat game was a good combat system. If there were abilities that can be used against enemies, I think that would have been all the difference. But overall, this game is just as good as the other cat game.

Submitted (3 edits)

What I liked:

-Clearly a ton of effort was put into all of the art, because all of it was spot on, even the sandwich png just made sense

-UI functioned and was clear

-Cat!

-Lighting for the rooms had great attention to detail, specifically lighting and unlighting rooms as you went in and out of them

What I didn't like:

-No audio at all made me lose engagement, especially since getting kills, shooting or anything else provided no auditory satisfaction

-The enemies lacked variety other than the two types you had; it got very repetitive to face the same enemies over and over again

-The game tests your ability to mash the left click above anything else, which is not particularly interesting gameplay-wise since the dominant strategy is to turn your brain off and click as fast as possible without any downside other than physical discomfort

-As others have stated, the level 2 boss simply isn't fun

-The player feels sluggish compared to the average number of rooms expected to be traversed

-Taking damage was highly inconsistent; on several occasions enemies would simply bounce off of me, even if i didn't shoot them. The only time i died was the level 2 boss which is because i got swarmed on sight

-The medium health enemies are the same speed as you, meaning it is incredibly easy to kite them and take 0 damage


Overall, the art side is completely there, and the game is playable. The only issues are a lack of variety in the gameplay and a lack of audio of any kind. Both of those issues would drastically improve this game if fixed.

Submitted (1 edit)

The art direction was incredible, everything except for the sandwhich looked really good lol. The level design was really creative at times as well (level 2 ambush I'm looking at you). The main problems with the game are that it requires a lot of clicking to complete (holding would be much more comfortable) and that the player walks slow, so it makes walking around feel a bit like a slog. Additionally, I don't know if the level 2 final boss can be beaten without cheesing him on the table (although if that's the intended solution I suppose that it works as intended). Those are relatively minor though and the game was still really good.

Submitted

Very cool game. Art looks fantastic. The dark atmosphere is very compelling. The little enemies that smile are pretty dang unnerving, especially whenever they spill out of the next room while it's still dark. However, the enemy placement does feel a little unfair at times. Like I walk into a room from below, and I can't even see the enemies until they have all swarmed me because they were all hugging the lower wall, which blocked my sight of them. This is in spite of how little I actually took damage in the game, for reasons I do not understand. I only really took damage during the second boss fight. Additionally, it feels like the player character is really weak. I appreciated the slight knockback on the projectiles, but it still feels like it takes too many hits to defeat even a single small enemy. The boss of level 2 also feels unfair. All of the enemies move faster than the player, and I don't know if there's a way to defeat them all fast enough before your hit points run out. With how fast the enemies are, ranged attacks feel a little useless. As we have similar games (at least, planned to) I'd certainly suggest some kind of close ranged option to complement the magic pellets, even if it isn't necessarily a melee weapon. It would add some variety to the combat and add to the strategy.

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