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Synchronicity's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Aesthetics | #27 | 4.303 | 4.303 |
| Story | #31 | 3.879 | 3.879 |
| Sound | #40 | 3.758 | 3.758 |
| Mechanics | #46 | 3.909 | 3.909 |
| Overall | #49 | 3.939 | 3.939 |
| Music | #49 | 3.758 | 3.758 |
| Fun | #121 | 3.606 | 3.606 |
| Theme | #494 | 2.606 | 2.606 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
4
Did you use any existing assets? If so, list them below.
Pixel font: (https://fontstruct.com/fontstructions/show/1629152)
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Comments
The game looks really cool and the battle mechanic is really interesting, unfortunately I was able to get very far from now, but I really want to explore this more (I was ver bad at the skill checks TOT)
Solid-looking dungeon crawler. Overall storyline was amazing. Although, it's the combat feels easy if the randomization goes your way and too hard when it doesn't. I was able to defeat about 5 enemies before dying on my second playthrough.
really cool spin on the old rpg games like ultima, I really like the dice roll combat system and the graphics are sleek too. For a 10 days jam, this is really impressive. Great stuff!
That was a cool take on the first person classic games! I really like how the 3D feels with the pixel art here!
I'll be honest, the dices and status messages were too much for me to grasp at once, but I knew I had to hit the green bar to succed, so that's why I focused on , haha! That got me to the boss and finishing the game 💪😊
While I did get what things meant as the game goes, it would be nice to help new players in steps, at least in the first turn... but just a suggestion!
Great job for a 10 day work! Congrats for the team!
Hope you keep working on it! 💪💪💪
Great job! We really appreciated all of the art and design elements and the music was perfect!
great dungeon crawler!! the tabletop rpg elements surprised me in a good way, visuals look great and fighting is fun, i could super see this growing into a full game, great job!!!
I really liked the combat system. The combination of Undertale and DND was a nice mix. Y'all did a good job with the controls too. When I read the instructions I was like oh no this is going to be complicated. But once I started playing they made perfect sense and I found myself naturally using them without even thinking about it.
a blend of old school doom and RPG elements, truly amazing, it’s incredible that you managed to put this together in such a short time, you should be proud of yourselves, having so many mechanics this bug free is definitely something I couldn’t achieve, so I really respect that, congratulations, thanks for submission
Very cool game, the aesthetic is awesome. I played it without reading the guide first, and honestly the fights felt kinda random to win. After reading the guide, I saw it says enemy groups are dangerous and that you should prioritize certain enemies first. Does that mean I need to replay the game and memorize the different enemy groups? If so, I think it might be nice to have an option that lets players identify enemy groups in-game instead of having to remember them all.
Also, I accidentally got stuck in this room XD.

Hi, Thank you for playing! Could you tell me how you got inside that closed room? I can't seem to replicate the bug.
I'm not sure how I did it, but I remember facing sideways and pressing A/D to enter the room, and somehow I got inside. I tried doing the same thing to get out, but it didn't work. XD
I tried the game again, and I was somehow able to reproduce it. I entered the room by repeatedly pressing W with a slight delay of about half a second. I noticed that the green dot would stay closer to the door, and then I could enter the room by pressing W again.
Thanks! Gotcha, Gonna check it out and try to patch it when I get home.
Wow this is wierd, I managed to reproduce the bug in the released webgl version but not in the unity one. I will try to patch it after the jam! Still thanks!
If I had to guess, are you perhaps using coroutines or awaitables to handle the delay between movements? If so, that might be the culprit. I recently encountered a similar problem where the bug only happened in a webgl build. After searching for the cause, I found that courotine WaitForSecond and Awaitable WaitForSecondAsync can behave inconsistently in webgl.
Thanks! Yeah we are using Awaitables for movement.
Cool game! Its a very simple grid-based dungeon crawler which is awesome! I love the visual artstyle and just the gameplay is pretty fun! I love the dice throwing mechanic it feels pretty satisfying. Though I do find the game quite challenging and there is a bit of a lack of control over my moves (perhaps maybe making me able to choose targets would be better?). Other than that, I had fun with this one! Great work!
You actually can choose your target with tab!
Ahhh Okayy thanks for letting me know!