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Vantablack's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #76 | 2.722 | 2.833 |
| Originality | #79 | 2.722 | 2.833 |
| Controls | #91 | 2.162 | 2.250 |
| Overall | #102 | 1.910 | 1.988 |
| Accessibility | #103 | 1.681 | 1.750 |
| Fun | #111 | 1.441 | 1.500 |
| Graphics | #113 | 1.601 | 1.667 |
| Audio | #121 | 1.041 | 1.083 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6
Theme Interpretation
you journey through a pitch black dungeon mapping it out as you go
Wildcards Used
Cartographer
Map a new world as you explore it
Hidden in Plain Sight
Something is hidden but it's right there
GWJ Participation Level
2
Team Size
1
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Comments
Really interesting idea but could maybe have been explained a little better. I got to the bottom and got really confused as to why all five places had to down moves until I went back and read the description and your comments on the main itch page.
60 seconds is not a lot of time to be able to draw the map so I never managed to actually map too much in game. Also the "r" piece is duplicated in place of the "L" piece which made things tricky. The map screen seemed to only appear at random intervals, I couldn't work out what triggered it either. Neat concept though, pretty unique maze game.
I like the mechanic of placing the paths and the UI in general! I was a bit confused if the goal was to escape? My score was always 0 even when it said I had escaped! I think a bit more clarity is needed using in game text to help the player but jam timeframes are tricky to add a tutorial so I get it.
Well done on your entry :)
The concept is a good one, but I don't have much of a drive to test my memory by creating a dungeon than navigating it blind. I think it would be a bit more interesting to try and quickly learn and escape a randomly generated dungeon by seeing it for a few seconds before doing it blind.
Very interesting, but instructions are needed to understand the goal of the game. I see the lose condition is when the timer runs out. I think the room selector needs to be closer to the map for that reason.
you start at the top of the dungeon (green cell in the map screen) and you want to explore the dungeon and try to map out the dungeon as best as you can and escape within the time limit
It is difficult to parse what the goal of this game is. Updating a description to provide some clues would be greatly appreciated.
I updated it. lmk if that helps. I didn't have time to make a tutorial or get testers
I managed to escape but I really didn't quite get how the game worked. I assume I'm placed somewhere in the labyrinth and I have to get to the green exit? But then I didn't see how drawing the tiles on the map affected the text part. You should make some description on the itch page. Seemed like an intriguing puzzle game.
sorta, the green cell is the entrance and the exit. you start at the green cell and you want to explore the dungeon and try to make as most of the map of the dungeon as you can and escape