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Dungeon of Flowers's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the theme | #50 | 3.157 | 3.600 |
| Metroidvania | #71 | 2.807 | 3.200 |
| Enjoyment | #75 | 2.543 | 2.900 |
| Overall | #80 | 2.596 | 2.960 |
| Execution | #84 | 2.280 | 2.600 |
| Sensory | #95 | 2.193 | 2.500 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
Theme explaination: All art 16x16, only three abilities to unlock, no combat or platforming, just puzzles. ////// The following are the known Problems, sadly did not catch these before jam deadline: Some extremely theoretical controller support made last minute, this is not recommended as I don't own a controller myself so it hasn't been tested. The last floor breaks the firewand because I forgot to add a collider component (i will have regrets about this for probably a long time). Therefore, it is impossible to get the 5 flowers on that floor, and the overall flowers counter will have an actual max of 5 less.
Team/Developer
ohno1
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Comments
Before that comment section I completely forgot that sokoban is actually a thing. I think that the mixture of it and MVs is very interesting, but overall difficult to balance, since it is questionable if difficult puzzels should appear at the start of the game or not (and also how the puzzles are distributed). Still I appreciate the try of getting out of the metroid-vania comfort zone.
This game was cool! I got stuck at one of the music walls, but it was super fun!
Nice, a mix of Metroidvania with Sokoban, nice sounds, and minimalistic visuals Good work.
A very unique idea for a metroidvania. The tools are nice and interesting to use. The lyra in particular was a nice touch. I'm not very good with puzzles, so I got stuck at one of the music walls and couldn't figure out what I need to play. Nice game.
This is a very calm and meditative game! Reminded and looks a lot like "Baba is you", even the puzzles are on a same level, requires a lot of thinking, but when you find the solution it just feels so rewarding! Only downside was that sometimes it was not obvious where the player could and could not go, because sometimes there were walls on the other screen that were not visible from initial position, so initially I assumed that the wall was everywhere in that direction. Turns out that area was accessible from another point, but I discovered that by accident. Maybe some kind of arrows on the floor or other indicator could fix that. Anyway, good game!