Play game
Elemental Dungeon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #52 | 2.493 | 2.529 |
| Overall (Fun and Playability) | #55 | 2.203 | 2.235 |
| Creativity / Innovation | #59 | 2.261 | 2.294 |
| Visuals | #64 | 2.261 | 2.294 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How was the theme(s) implemented?
Rock/Paper/Scissors Combat System
Where did the assets come from?
Homemade graphics
Most Graphics were created by the team during the jam
Home-brew audio
Most Audio was created by the team during the jam
External graphics
Some graphics assets were downloaded or made prior to the jam
Leave a comment
Log in with itch.io to leave a comment.


Comments
The game is short and I was able to beat it!
I feel like the combat system was a bit confusing, I did feel like they just start randomly and then switch their choice to the left all the time. I think skipping the time pressure would benefit the game, or preparing for the time pressure before the first turn might help also.
Here’s my play-through:
I died really fast :) Agree with most of the comments here so no point repeating them. I think this is the first literal rps interpretation I played, which was refreshing as a result.
Movement was super fast and snappy, nice. The graphics were fine, but the map and the battle screen did not scale well on a 4k display. I got to an o shaped room and the game said, that I won? Was there an elemental part to the RPS? And I think, that you need to add some cues to the enemies, so that I don´t have to just choose an option, without some sort of strategy. The music cues are nice, but the footsteps play for to long, when just making a single step.
Victory
The perspective feels good, the characters look very cool and I appreciate instant movement. I just wish I could skip the waiting times before and during combat when mashing the mouse button.
Thanks for sharing!
Fun little play. My biggest gripe was how the battle just started all of a sudden in the top corner and I barely had time to register what was going on before I timed out for a round. But once I knew to expect it and where it was going to be, it was fine.
Solid movement mechanics and a good camera. I think there is definite potential here. I would recommend higher resolution textures or having them use "nearest neighbor/point sampling" scaling because they looked a bit mushy up close. The duration of the game was great and the rock-paper-scissors mechanic was on point.
Short interesting game. I beat it :)
I think I could sense a pattern in the enemy's choice.
For the game page, would be nice if you made the blackground black, and/or allow fullscreen mode.
Thanks for the game.
heard! just added the full screen button. thanks for the feedback!
Was fun, I figured out a pattern and that definitely helped. It took me a bit to realize what I had to do the first time through and kept losing rounds because I wasn't selecting anything but I got that sorted quickly. I did have one weird issue where the minimap was in the middle of my screen and was blocking the level up window though. Love the look of the enemies!
Nice entry. For me the 'move' timer was a bit too tight. Before I knew where to click or decided what to click, it tended to already run out. Other than that, its a solid entry though.
BTW: having a way to watch the full map would be helpful for orientation.
I noticed you can repeat the same combo again and again for each monster and it works until the one right before the end where every move I made was a draw xD
Good effort :)
I think the combat will be better if it isn't limited to only 5 rounds but until death. Doing pure random RPS is annoying but turns out there's a pattern, I guess each monster is supposed to have a unique pattern? Maybe having a cue for each monster will make the combat more engaging.
yeah random was too much so i kept it as a pattern for easy gameplay. Will take note of cue thing if we update the gam