Hi, I gave up after 7 attempts^^ Overall, a fun game. + Lots of equipment + Well-thought-out concept + Actually quite polished compared to other games + Random elements + Logging + Health through movement + Sounds - Black, white floor (other colors/user selection would be nice) - Too difficult - Rooms too large
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Dungeon Noire's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #73 | 3.250 | 3.250 |
| Polish | #79 | 3.250 | 3.250 |
| Innovation | #106 | 2.750 | 2.750 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Did development of the game take place during the 7DRL Challenge week?
Is your game a roguelike?
Turn-based
Meta-Progression
Roguelike Elements
Procedurally generated levels. Random loot and enemies. Tick- based action. Perma-death
Screenshots
Comments
Hey, thx for playing my game and for your feedback! I chose black&white color palette specifically to try and capture the 80's Mac game feeling. The reason why there are to much open areas is that i tried to imitate the proc-gen algorithm of the game which inspired me to make this game. In that game there are no rooms. The corridor width gets reduced by 1 grid in every 5 levels, starting with 9 grids . After level 30 the map turns into a complete maze. But the oversight is that, the game i'm talking about has 40 lvls in total while my game ends in level 5. I couldn't replicate the same effect with 5 levels. It is definitely not a usual roguelike proc-gen algorithm and most of the traditional roguelike fans don't like it very much. The difficutly balance is off, some of the last moment tweaks made the difficulty extremely hard
The art style in this game and the immersion factor is absolutely next level - amazing work. Did you draw the art? It evokes that early 90s aesthetic with the shading using scattered pixels. The 1-bit vibe is perfect - it's actually pretty high resolution compared to most roguelikes, and it's a cool combo. I found the game pretty hard, but then I'm not a particularly great roguelike player, and it's like midnight here but I just wanted to give it a whirl. I died to rats a lot. With a bit of balancing and fleshing out those systems and those added features (e.g. the Hall of Fame) I could easily see this getting a lot of traction for its purity and unique vibe. Nice job!
Thx very much for playing my game and for your kind words. I'm glad you liked it. I didn't draw the art myself, i found some cool looking 1-bit asset packages mostly on Itch. Game is indeed hard and you're not the first one complaining about that :D I did some last minute tweaks on difficulty bcs i thought the game was so easy but it turned impossibly hard :) But from what i see the feedback on other games in the jam, they seem to be generally very hard. I played 12 of them so far and could beat none yet :) I mean roguelike is a genre known for it's punishing difficlty after all so i find it kinda normal
Hi, the game is quite difficult (which can be a good thing) and well made for a game jam. Below a few impressions:
- maps feel too open, it's very difficult to avoid enemies and being approached by more than 1 enemy generally means death;
- please change the floor pattern, the black and white tiles hurt the eyes, I couldn't look at them for too long;
- died from gluttony, the game is already very punishing, I feel it doesn't need this feature;
- maybe add some unique features or mechanics, since the game is very traditional.
Thx a lot for playing my game and for your feedback!
The dungeon generation alghorithm of this game is different from most other roguelikes. There are no rooms. I initially planned it to be 40 levels and in every 5 levels the corridor width would decrease by 1 starting with 9 tiles. At 40th level it turns into a complete maze with 1 tile corridor width. I designed the game this way but then i wanted ppl to be able to complete the game and add an ending when you kill the boss on 10th level. But it turned out that no one can reach 10tl level either :)
I really like the chess board pattern but i will change it if i can make a full version of this game. Two other ppl gave negative feedback about it and i think they'r right.
My intention was to make a traditional roguelike and kind of a love letter to a roguelike game i liked a lot. But for the jam version i should've made it more playable. I think dying from overeating is a common mechanic in trad roguelikes. I saw it even on Elin but i think you don't instantly die from it there but i understand that it adds up frustration to an already difficult game. Some ppl probably thought that i trolled the players with that :)
I like the Mac aesthetic! The alternating white-and-black squares are a bit harsh on the eyes when moving orthogonally, but maybe that was normal for the Mac :)
I have a few suggestions:
* A message to say when something has been picked up would be useful.
* When selecting a wand from the inventory, you have to then close the inventory before you can use it, but there's no guidance for this
* The teleport wand says "Select an enemy to teleport", which is inaccurate as the wand has to be fired at the enemy.
Thx, i tried :) Yes i realized that it feels like the tiles are flashing when you move. In the game i was inspired by they went for a chessboard aesthetic too but they made black tiles brown. I liked the black&white chessboard look so much so i kept it, So it's on me :) Maybe if the movement was lerped intead of snapping grids it would feel less jarring but idk
I added your feedback to my to do list for the next update. I was going to add picked item message on log but i forgot it. I entered the "Select an enemy" string bcs it was my plan to do so but i couldn't pull it off within the limited time then forgot to change the log.
Thx for playing my game and for all your valuable feedback!
The game is excellent. Had trouble in the beginning but after that it was fine. I played like 8 games and not once did I defeat an enemy. I always lost. Not sure if that is balance of just a me problem.
No i think difficulty is unbalanced but there are some things you can do to reduce dificulty to an extent. Like finding and equipping all armor/weapon you can find. Using scrolls and wands. You can also grind your level to up your max HP. Also one tactic is to don't walk into a tile adjacent to enemy bcs it'll get a free hit if you do. Press space to pass one turn so it comes near you. I'll add some of those to description
Thanks a lot for playing and the kind comments!
Felt a bit lost at first but thoroughly enjoyed it once I got the hang of it!! Some things could be more clear like knowing which weapon is better but the mechanics lend themselves well to a genuine dungeoncrawling experience where you have to balance health, food, inventory and terrain traversal
Loved the health regeneration, saved me from death more than a few times!
I'm glad you enjoyed it! Yes game doesn't give you some basic information, that was kind of intentional, i wanted it to be more old school. I was specifically inspired by a game called Dungeon Revealed for making this game. It's a game from the 80's and equipment information is not given anywhere in the game. You can tell the quality of the equipment from it's name. Like when you see the name Plate Armor +4 you know it's a good armor. It was mostly like that in old RPG games too i.e Wizardry but ofc i'm aware it's an outdate design by modern standards. Although i made the gamelog display the AC of the player when they equip and unequip and armor. If you can find plate armor, helmet, gauntlet elven cloak and a two handed sword you basically become invincible but i reduced the spawning weight of some of those items so they are hard to find. Teleport wand and striking wand can help a lot in combat too. Polymorph wand is a wild card, you can turn the monster to a more powerful one with that too. Magic map shows the items on the map as x, and exit stairs as reverse u. I guess i should've add these information to description too :) Yeah i think health regenaration helped tuning the difficulty balance but couldn't save it entirely.
Thanks for your kind comment and thanks a lot for playing!










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