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Untitled Dungeon-Crawl's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound Design | #10 | 3.353 | 3.353 |
| Artistry | #11 | 3.765 | 3.765 |
| Best Most Like the Original | #14 | 2.882 | 2.882 |
| Overall | #16 | 3.012 | 3.012 |
| Game Completeness | #23 | 2.941 | 2.941 |
| Best Creative Twist on the Original | #27 | 2.118 | 2.118 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Well picked sprites and sounds :) Gameplay feels smooth all together
Of course some more content would be great, right now the game feels very easy
Very nice artistically : the sprites are very nice, and it is the first roguelike of the jam I see with animations, and it makes the game way more lively. The sounds are also a nice touch, I like it.
But the game isn’t challenging enough in my opinion, I just moved to the enemies to hit them, went away and pressed space to heal when I didn’t have enough HP, then went back to fight again and again until I killed myself because my pause was ending, and I got to the 8th floor like that without giving it too much thought.
i think the game would be very nice with more challenge : a FOV so we can’t see enemies before going into a room, no healing system (you need to find healing potions), and bigger vision range for the enemies (if you are ~5 tiles away from them you can still get away to heal safely)
Really sweet game! The simplicity and vibes actually inspired me to do some changes on my workflow. Thank you.
I really like the animations and sounds. But the enemies are bit spongy and there are too many, i just ran to the exit on each floor
You found some cool sprites for this one! I found it fun that I could kind of cheese the levels and make a beeline for the stairs on every level, especially when there were so many enemies that it made it impractical to try and best them all. Balancing is a tricky thing when designing a game like this - it's important to think about making the player weigh the challenges and opportunities. Maybe a few upgrades or consumable items to discover could make the player consider taking more risks?
Great art direction and solid animation, but the gameplay feels inconsistent—such as the tendency to skip tiles when pressing movement keys—making precise control difficult. A more refined UX would greatly improve the experience.