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Dungeon Cleaner's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Best Creative Twist on the Original | #16 | 3.227 | 3.333 |
| Sound Design | #18 | 2.453 | 2.533 |
| Best Most Like the Original | #21 | 2.517 | 2.600 |
| Overall | #21 | 2.685 | 2.773 |
| Game Completeness | #26 | 2.582 | 2.667 |
| Artistry | #29 | 2.647 | 2.733 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I like the cleaning angle, it seems like running into the hero kills you, I feel like it would be cool if you had to go around the hero. Like your cleaning behind the scenes, and it's bad to be seen?
Cute game. Wish the score worked so I knew what I was shooting for, but otherwise, it was fun.
Cute game :) I like the art and sound effects.
There are some bugs I'm sure you know of already :D
Cute game :) I like the art and sound effects.
There are some bugs I'm sure you know of already :D
Its a cute idea! What a fancy dungeon to have a roomba xD
I like the idea of a game where you clean up after the massacre. You could have chosen a lot of things for cleaning up, but you chose a roomba which is quite funny!
interesting concept, though i encountered a few bugs :
I think the vacuum cleaner idea is excellent :D I hit some bugs where I could not get out of a room, but the game is shaping to be quite fun. Good job!
This is a deliciously subversive take on the Rogue concept by imagining the post-massacre cleanup. Kinda like Viscera Cleanup Detail. The roomba is such a funny and smart idea to tie in the rigid, gridlike structure of the play space. The cartoon gore also reinforces the light-hearted tone. Gameplay-wise, there isn't a whole lot of pathfinding with the enemy hero, which follows the player in a linear path and always gets stuck. Why's he so hell-bent on wrecking us - we're just trying to help clean up after all! I also like that the roomba looks like it has a smiley face on the top and clearly enjoys undertaking its gory job. Gory and cute!
Pathing and random generation took most of my time, i just put the debug button i used in development for quick regeneration as a "i am stuck feature" and went on to make the game an actual game rather than squares on the screen. I was gonna go back to those but didnt have time. My idea with limited pathfinding was like when you double back to start room the new dungeon delver will suprise the player and it will be like ohhh the dungeon delver is "the player" and if a dungeon was empty you would just go kill the only moving thing inside. But i never actually sat down and watched someone play the game so i have no idea how that turned out
Thanks for explaining - it totally makes sense and I like the strategy it teaches that you have to make sure you've left the start spotless so you don't come across the adventurer at the beginning again! Yeah, playtesting can be a missing step in the development cycle.
Hey there! Just giving you a heads up that per Rule 2, your entry needs to have a name that doesn't include the word "Rogue" or anything too close!
Hey is that good ? I haven't finished the game yet i just submitted it so i can have a working version up online just in case
Good idea! 😁 And yes, that name is all good!