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An Essential Dungeoneering Experience's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall (Fun and Playability) | #14 | 3.722 | 3.722 |
| Audio | #19 | 3.167 | 3.167 |
| Visuals | #19 | 3.833 | 3.833 |
| Creativity / Innovation | #21 | 3.500 | 3.500 |
Ranked from 18 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 game features a RPS-like 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
External audio
Some audio assets were downloaded or made prior to the jam
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Comments
Perfect length for a game jam entry imo. And bump combat is always good!
Quick adventure, in and out, love it. Enjoyed the visuals and the lore notes, Combat was straight forward and simple to understand but still left room for meaningful choices.
Nice work.
Short but sweet experience. The RPS battle system is very well implemented here, as a bit of strategy is rewarded. Should I keep my essence or us it to level up. I have to watch the order I battle the enemies etc. The graphics are nice and smooth but the performance seems to degrade, the further you go. Nice one :)
Sorry about the performance drop. I haven't witnessed it myself and it hasn't been mentioned by anyone else, so you might've just gotten unlucky. Thank you for playing :).
Very nice game, but a bit short. All mechanics works great. I really liked the upgrading option you get, and the option to use earlier mobs as enhancement for next or to upgrade, awesome!
I really liked the choice of using or consuming the essence of slain foes. I might have misunderstood a bit how that worked tbh, but still seemed interesting :) The game played well and was perfect in length for its content.
Neat little game
Play-through:
Kind of annoying how fun this is! I found the portal and said - out loud, "Aw, man..."
This looks good, sounds great, and controls excellently. The alternative uses for essences is really clever, and I'm jealous of how well you tutorialized the system. There's solid enemy variety, but I wished they felt a little different in combat. How? I don't know! Reasonable for a short jam game? No!
Great job!
Awesome, thank you for playing!
I did consider giving the enemies some varying behaviours (mostly in aggro range and movement), it just went out of scope real fast :).
I'm out!
The game makes a very clever use of the rock-paper-scissor thing by leaving you two extra choices when the next enemy is not of the type you'd want, and I really like that each upgrade costs more than the last, really all's done so that you're encouraged to use the 3 types of things, it's a fairly well balanced system. The scope of the game isn't huge but it's very smooth and a delight to play (it sure helps that I'm the biggest fan on earth of bumping into enemies, that's the objective best combat system).
Thanks for sharing!
Thank you for playing :).
I was careful to do what I wanted mechanically and "get out" before the scope monster devoured the game ;p.
(Nice Blitz avatar!)
This game just felt great. Moving and attacking was very snappy; the animation and audio were perfect. I also thought the minimal UI worked very well.
I was expecting the decision point to be more of a factor somehow. I tried the traps and they looked cool, but it quickly seemed silly to waste essence on that when I could be leveling up stats. After every battle I was basically pressing ‘c’ even if it meant I got hit.
That being said, one of my favorites so far from the jam and probably the only one where I backtracked looking for more after I found the exit.
I'm glad you had a good time with EDE :).
The heuristic behind balancing was somewhere along the lines of "the player should fall back to traps to battle the larger monsters, or when surrounded, or when there's desire to >set up< an area for a fight". I do agree they'd needed some additional thought, because not only they're less straightforward than the other two options, there also is not *that* much danger from the monsters if you keep luring them into narrow spaces. They were viable enough for a game balance that was made in something like two hours ;p.
Incredible game! Loved the visual style and elemental system(s). The audio was also great. Overall one of the best games I've played so far! :)
Thank you for the kind words!
this game is nice and enjoyable to play. i like the combat system, although it feels like there is more of an incentive to keep leveling up rather than to use your essence to attack enemies, but maybe i just didn't play for long enough. i like that the game is short and sweet. felt like a first chapter to a longer game.
Thank you for playing :).
All three paths are viable, it comes down to player preference - although I assumed the player would level each skill at least once. I have also preferred to level up and use the damage bonuses opportunistically.
Game looks great. I really like the resource system. I had the same problem as slipperhat and eventually I just kept upgrading immediately but probably should have waited until I needed a pause moment to get monsters to come to me. Love the title!
This game is super sharp. I really enjoyed that I had to make a choice on how to use the essence. On my first run I think I was trying to be too clever for my own good and was trying to hold onto essences for the correct enemy type, but eventually I fell over. Run two, just full send on upgrades and I completed the dungeon :D.
The art & sounds design is great, everything feels very consistent and cohesive. Everything has a nice level of polish and it's a really satisfying experience. Thanks very much.
Thank you for playing and the kind words!
The "always upgrade" option is likely the most powerful; there was a need for additional balancing that I just didn't have the time for, but at leat the other two mechanics can be used opportunistically to good effect.
Great idea to use the essence for all things in the game, essentially (har har) consolidating it all into one resource. I haven't played with the traps at all and just opted to pour all the essence into upgrades, which seemed to get the job done. Finding all the health pickups helps a lot and I managed to finish the dungeon in a single run. Well done on this entry!
That was a breath of fresh air after constant turn based game submissions! (My own submission included xD ). At first I was a little confused by the colour order but then just realised its a traffic light effectively! Probably my only complaint though is the game needs some more health items and definitely some check points would be appreciated!
Good work :)