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Fibrosis's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #7 | 3.900 | 3.900 |
| Overall | #13 | 3.700 | 3.700 |
| Use of the Limitation | #19 | 3.500 | 3.500 |
| Presentation | #19 | 3.800 | 3.800 |
| Concept | #23 | 3.600 | 3.600 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
3: Art/UI - ILiveChoc | Music/SFX/Concept Art - dzydsy | Programming and Design - Axelf
Software used
Unity
Use of the limitation
Moving between rooms requires stamina, of which the player has a finite quantity.
Cookies eaten
3
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Comments
Awesome game. I really like the art, and the combat system feels great. Excellent work! 😁
Awesome game. I really like the art, and the combat system feels great. Excellent work! 😁
I really enjoyed the combar system, and how you introduced so much variety in such a short span of time. I also really enjoyed just how limited the resources were, it made me really plan every move.
A very enjoyable dungeon crawler. I really liked the variety in attack patterns, it made the combat incredibly fun. The art, music, everything was great. Good job!
Good throwback to old text-based dungeon crawlers. I like how each enemy has a unique challenge. The pressure to hit all three weak points get really high as your health gets lower.
However, stamina did not feel like a limitation since there were so many fountains around. Maybe instead of health, taking hits would consume stamina, so you'd have to stop at more fountains (which would result in more monster encounters).
Super fun artwork, and I love the color schemes! The designs ugh so cute and mean, great job! I liked the mechanic of dungeon crawling, it was a nice throwback!
Awesome, really fun and I love how unique all the designs and battles are
Nice art, great music, quite fun! Classic dungeon crawler style with a limitation that felt very relevant to the play and planning experience. I like the audible 'shwing' to indicate the 3 hits (telling the player they won't get hit). If I had any feedback it'd just be that sometime it felt like hit/hurt boxes were a lil bit spacious (sometimes it seemed like negative hit detection layered on top of targets would take priority for clicks over positive things layered underneath that the player is clicking on).