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Dragon Stone Dungeon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #16 | 3.250 | 3.250 |
| Overall (Fun and Playability) | #17 | 3.650 | 3.650 |
| Visuals | #22 | 3.750 | 3.750 |
| Creativity / Innovation | #29 | 3.300 | 3.300 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How was the theme(s) implemented?
The 'dragons' theme is incorporated through the objective of collecting the Dragon Stones (which come from a dragon!)
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
External audio
Some audio assets were downloaded or made prior to the jam
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Comments
That was a lot of fun! Death graphics are lovely. I appreciate the paper doll reflecting what armor and clothes you are (or are not ;) wearing. My only complaint is I fat-fingered selling and sold the armor I was wearing and I wished I could buy it back (seems like the shops had an inventory anyway, if they'd just added it to their inventory if they didn't already have one, that'd have been slick). Luckily it was only a minor setback and I found another shop selling the best armor later, and I trudged on... to victory!
Thanks for playing, and thanks for the feedback. When I was writing the UI, I did think "it will be really bad if someone sells their plate armour by accident, hope they don't do that!" :-) Think I'd better put some guard rails in when I redesign the UI! Thanks again.
Graphics and audio of the game has an astounding retro feeling. Totaly loved it! I'm normally not a wireframe graphics person but i liked the wireframe dungeon too. I'm not sure but i think game has EGA or CGA graphics. I'm leaning more towards CGA bcs magenta color is very dominant. Game looks straight from 1984!. Love how the equipment/weapons are shown on the character. The UI looks terrific in general but it was hard to get used to at first. Viewing, equipping and dropping items are on seperate panels that felt clunky to me but i guess the choice was necessary for the genuine retro feeling. I dropped some valuable equipment by mistake, that was a little frustrating for me though :)
I like the core gameplay loop of the game but i had to abandon the game without beating it. I played the game about an hour then fought with Dark Knight. I exhausted all my potions but still couldn't beat him. Then i tried to explore other parts of the dungeon and then i get killed to a troll. I think difficulty spikes so suddenly and RNG has too much impact on combat. I kept missing even with the most powerful weapon i found. And you can't grind in the game either, there's no levelling up. Progression is mostly through equipment. You beat more difficult enemies by finding better equipment. I also noticed something, you can sell dragon stones. If they're quest items and we need them to beat the game, why are we able to sell them. The game won't be softlocked if we sell one of those?
I think this is an excellent entry which enriched and raised the quality of the jam even further. I enjoyed experiencing it. Thx a lot for submitting!
Thank you for playing and for your extensive comments! The graphics do not represent a specific machine, but are inspired by 1980's machines like the VIC-20, ZX Spectrum and Commodore 64. You are right that the UI is clunky, it needs some work!
You are correct that there is no leveling up implemented yet. The game strategy is to kill some monsters, get gold/valuables, buy the best armour you can (plus some healing potions) then slog it out with the tougher enemies (which can take time). I hope to develop a more sophisticated RPG in future, with faster combat rules.
Re the dragon stones, you can try to sell them but game doesn't let you, because their price is listed as 'n/a'. Sorry if that caused confusion!
Thanks again for trying out my game!
Collected all the orbs! Combat is tight, thankfully potions are plenty. The dress-up visuals when you change gears are cool, too. Truthfully this style of oldschool dungeon crawler is not my jam, but cool game nonetheless. I think if the aim is to emulate real old school dungeon crawlers, this game has done it excellently!
Thanks for playing, glad you enjoyed it. Yes, 'real old school' is/was the aim :-)
Fun entry! I got to 3 dragonstones until I was slained.The little kombini was really cute. The game overall reminds me of the one you would find on freeware CDs. Really a fun little time thank you.
Okay, we have very simple graphics here, but you wanted to emulate the a ZX Spectrum style here and that was perfectly matched, well maybe a bit more color clash would be nice ;) I loved, that you can see the equipment on the character and enemies, which helped with the selection of the correct equpiment for the situation. While the dungeon crawling was just a simple, it was intense, especially running into the Dark Knight! Movement was snappy, sfx and music were cut. The only real critizism I have, is that the dragon theme was very thinly implemented.
Thanks for playing and thanks for the kind comments. Obviously the game has some issues with the UI and combat system (highlighted by earlier reviews) so it's kind of you to focus on the positive elements.
Re the dragon theme, I was hoping to have a dragon as the final boss, but ran out of time. I created a 'humanoid' class to generate avatars for the player and most of the enemies (plus their armour and equipment) and it worked well, except when it came to implementing a non-humanoid. I probably should have thought that through :-/
Thanks again!
I did not run into UI problems, everything worked fine for me. Maybe I had to click twice on Exit or something, but nothing problematic. I really liked your game.
I collected all the dragon stones.
After looking at the page I checked if you were the person who made Spuds of Gold some years ago as the presentation reminded me of it, although the presentation is not even that similar in the end.
I enjoyed the game. Movement feels good, the game controls well and plays as fast as you want. Combat works, you've got different options to spend your gold and trying to find the sequence where you'll save the most gold is fun, visible equipment is a nice touch and the game is well balanced, your inventory is rarely flooded with potions.
Thanks for sharing!
Thanks for commenting, and congrats on collecting all the stones!
Yes, you were the first person to rate my first ever DC jam game "Spud of Golds", so thanks for that too! :-) Amazed you remembered.
Look forward to checking out your game. I'm on Linux so will be launching it with WINE, but fingers crossed.
Thanks, from what I can remember I got a comment at some point saying one of my games run fine under Wine so since there are technical similarities there's a chance this one works too.
The gameplay loop is really solid. Make a move and encounter various enemies, mainly goblins. The combat here is randomized, but at least it's favorable for the player as they don't take as much damage as the enemies do.
Although, there was a bunch of information for me to know about this game. I had fun understanding the various mechanics that I could do for my player. I lost to a goblin in which my attacks kept missing and their attacks landed.
I also love how the treasure chest is used an inventory for the player to use during combat. Although for when using healing potions, this game could've had that option outside of combat so I'm less likely to be attacked during healing.
Also, I ran into a small glitch where after one of the enemies died and I tried healing myself, I couldn't proceed and had to run until the goblin reappeared with 0 HP. At least I figured it out by pressing ENTER as the prompt showed me.
Thank you playing my game, and for your kind comments. Congratulations for finding a bug, you described it very clearly so I was able replicated it myself and I know how to fix it! I don't know if I'm allowed to fix it during the jam, but thanks to your post other players will be warned.
Incidentally, you can use healing potions outside of combat using 1 Equipment -> 2 Use item -> 5 Drink Potion. In future I'll create a shortcut to that to make things easier.
Thanks again for the review!
Yea, I finally did it. Took me about an hour and a half, but I did die two times and had to restart. The game became a bit easier when I realized that you don't have to finish the mobs of since they wont regenerate. And to use potions as soon as it gets close to take you out. I had some issues navigating the menus, and I pressed wrong buttons repeatedly, but I think it was fine. I'm just not very used to these games, don't play them that often.
Thank you for a great game. Best graphics ever. Those legs are wide...
Thanks for investing so much time in my odd little game! :-) It can be completed in about 30mins if you know which enemies hold the Dragon Stones. Sorry about the awkward UI, it grew organically and is difficult to change; my next iteration of this engine will have a completely redesigned UI. The great thing about the DC jam is that I'm getting so much useful feedback from people who really like playing this type of game. Look forward to trying out Louvre Heist.
PS Glad you liked the 'so-real-you-could-almost-be-there' 1980s graphics, lol.
I have thought of making a retro game for this jam several times, but I always feel like I want to try something else, something new. Maybe some day Ill do one of these instead. They are a bit daunting to get into, but once you do they are fun to play, usually.
I really enjoyed this game. The visuals were perfect, exactly what they should be for what you were going for. I really loved the character portrait. I started out with a weird haircut and outfit and later I'm a sex dungeon gimp with a suit of half plate one. Really excellent. I played until I reached 6 stones and then died because I got sloppy. I'll try again in a bit just not right now because I do want to see the end. Also I was going to say I really appreciate that you can play the entire dungeon with a "follow the right wall" strategy because I'm not motivated enough to draw a map - and then after I died I saw that there is a map. I feel dumb for missing that, it's right there. lol. So it's playable without the map I guess! Also I felt sad that I couldn't drop an item during item pickup, but then later figured out that items just live on the ground. So you thought of that as well. Really nothing seems amiss here, great work.
Play balance felt spot on until the very end where I felt we just missed each other a lot. Not really a problem though, overall I'd say you got balance very right. I managed health potions and used a bit of strategy to get through stuff.
The sound effects were perfect, the character display, etc. I really think you created a very good entry.
Thank you so much for the detailed feedback and kind comments! You're not the first to mention the 'follow the right wall" strategy; tbh I never gave it any thought, perhaps it's because the dungeon is like a tree diagram with very few potential loops? Thanks for putting up with the clunky UI, that part of the code grew organically and needs an overhaul from first principles. Re combat, it does get a bit boring when both opponents have strong armour, like two knights trying to find each other's single weak spot. I might introduce a vorpal attack or similar, to speed things up. Also thanks for kind comments on the audio, I know 80s style square-wave FX aren't to everyone's taste ;-)
Anyways, thanks again for playing and for the kind review. I notice a playthrough has appeared for "The Sacred Flame" now, so I'll be sure to take a look at that!
nailed the artstyle, love the idea of treasures that are hidden in the tiles! Overalll good stuff
Thanks for kind feedback!
Had a lot of fun with this one. I got wrecked by a dark knight. I drank all my potions and he had 3 hps and I had 4 and I was like, "It's either you or me!". It was me. I did get tripped up at first because I was in view mode for equipment rather than equip mode and I couldn't figure out how to change stuff around. That and opening the mini map with 0 but closing it with enter makes it hard to do a quick check of where you are. All in all though, it was a lot of fun and reminds me a lot of the games I used to play way back in the day.
This is fantastic, the art is of course extremely charming. I'm not sure what the 'meta' is, but just stacking armour seemed to work pretty well until I accidently sold my full plate the vendor. That alone made this feel completely old school - 'Oh, you want to sell your best piece of gear you're currently wearing? Sure!' Haha.
Jesting aside, I had a blast. I share the sentiments of the others that the bindings we're super intuitive, but aside from one whoopsie, I managed to find my way around.
Thanks very much, great game.
Thanks for the review and the kind comments. Sorry to hear about your armour mishap :-/ I ought to include a confirm yes/no on sales!
A very nice little game! I died to the troll once, just pushed my luck too far not using potions. He's crazy hard. I think I ended up walking the tougher routes and might've had a more balanced experience headed in a different direction (hugged the right wall). But it still felt pretty balanced and fair. Had to refill on potions after the dark knight.
In your experience testing, did you find any value in maintaining speed? I did notice I got bonus attacked a lot, but I wonder if that mattered as much as having tons of defense. Maybe a later version could have gear that's explicitly less defensive but instead adds to speed, to help offset other heavy gear you might choose to wear, like a helmet that ONLY adds to speed or something, I might've tried that out. Or boots of swiftness. :)
Thanks for the feedback, sorry about the Troll but he is a bad ass! :-) You make a valid point about the Speed attribute: high speed is lethal because of the number of attacks one can deliver, but I forgot to include any items that can increase speed to that high level. Oops! Low speed isn't good, but it's not much of a penalty. All good feedback for a future game, thanks again!
So good! I haven't finished but I went far, will be watching Kordanor! One small but annoying thing: closing the map with enter. Just use the 0 key.
Great to hear you enjoyed it! Your feedback on the UI is most welcome; the current UI is just preliminary and will get a complete overhaul before the next project.
The rest of the UI is just perfect. Easy to remember and very functional!