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Watcher's Dungeon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| NES Feel | #23 | 4.095 | 4.095 |
| Overall | #25 | 3.798 | 3.798 |
| Graphics | #32 | 4.000 | 4.000 |
| Audio | #35 | 3.619 | 3.619 |
| Gameplay | #37 | 3.476 | 3.476 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Cool game!
The moving to jump higher part was interesting, made it so you couldn't easily sneak by everything and have to move somewhat erratically which can lead to mistakes.
I really wish jump wasn't also bound to up. Playing this on my controller, I accidentally jumped when trying to move back and forth to gain height a lot, making the game far more punishing than it already is.
mice/rats are rude, they're so small, but still take multiple hits. Getting smacked down with knockback sucks but it is part of the main challenge here and rarely kills you once you get high enough, so it's not too bad. Were it not for the controller issue I'd maybe have finished it off, but the boss did seem to have a lot of health, and I'm not sure if it resets.
weapon swings and general movement feel good, most enemies seem a hitpoint too beefy for my tastes, but are otherwise fine, and your swings can go out fast enough to compensate for the hp, so it's not too bad. Good sound design and effects on damaging, feels satisfying to slice through enemies.
Enemies respawning on the floor you're standing on is rude, but with the design of the game they kind of need to respawn at some point otherwise you'll be climbing back up an empty tower. The flashing is a good indication, I'm just sometimes not focused enough on it.
Not a huge fan of the lack of one-way collision on the sides of platforms, it just feels awkward and not intuitive. I'd remove it, or at least make the box for it smaller (leaving more room to go through) and layer it with another 1 way across that part (assuming it's tileset based)
The blue lines across the screen were interesting, mostly there to break up the zones and maybe checkpoint you? Nice bit of QoL.
All in all pretty nice! Might give it a redo if the controls get changed up later, but I had fun!
My Top 5 Annoying Enemies List:
1. Mice
2. Banana Slimes
3. Scythes on chains
4. Boss
5. Ghosts
The mice are the most annoying enemies in this game, but being able to splatter their guts all over the castle walls makes up for it. Here are my tips for defeating the boss. Avoid the purple orbs the eyes shoot at you (big knockback from these suckers!), but the other orbs are okay to tank as they don't send you flying as much. It's better to die and get cursed than to fall all the way down! And near the end when there are 3 eyes blasting you, you don't have to kill them all as it depletes the Boss's HP bar no matter which one you hit, so I recommend staying in the middle and hitting the top eye so you if you do get hit by the purple orbs it is less likely to send you falling all the way down onto a mouse then all the way down to the bottom lol.
The music fits the game and the art fits the NES theme. I have no complaints! I really enjoyed this one!!
I really loved the concept here, but I kept struggling with my climb; I couldn't get into a groove as the collision seemed inconsistent and I'd clear the platforms in some cases but then in others I'd seem to bounce off the corners. I'd be curious how it'd play with a little less knock back, too, as that was quite unforgiving. Thanks for making and sharing your game!
Dungeon conquered in 5:14 with 5 curses!
Cool stuff here. I was unclear on the jumping mechanic. Sometimes I just couldn't make jumps even though I was moving horizontally like the tutorial said! But I do love the idea that you have to get the apex of your jump to line up with platforms so you can climb onto them. Feels like a mechanic that'd come from the early NES days where Arcade devs were trying console development for the first time. I can imagine a refined version of this on a cabinet at a bar for sure.
Music is really nice and the vfx when hitting enemies also look great. Good job here y'all!
DUNGEON CONQUERED! 5:10 / CURSED 5 TIMES
The game is cool, it could work just as is on NES, I like the original jumping height mechanism and it ends with a boss fight which looks specially good, is fun to fight against and is 100% a NES-style boss fight.
Thanks for sharing!
Damn I suck lmao
The knockback is intense but I think the bigger problem you feel with it is how intensely strong the gravity is. You CAN NOT react to save yourself. Buuut I think it fits what you're going for still.
I think the presentation is great, I think the graphics work well and the CRT shader was nice
I think the height being tied to your distance was a good idea, it reminds me a lot of the SMB3 P-bar; and likewise I think it would have benefited from the character having visible acceleration or something like the p-bar to show your height potential.
Also yeah when you discover the tech with boosting through floors the game becomes SUPER fun, I know it wasn't intentional but yeah. I can't get a score as low as whoever got sub 1 minute tho that person is cracked
Interesting game, but everything seems to be playing against the feeling of it: Excessive knockback that will constantly bring you to the very start, inconsistent jump because of the walking boost mechanic, inconsistent collision with the platforms as sometimes you collide with their sides rather than crossing it, so it is just frustrating from start to finish.
Other than that, the art is really nice, and the music sounds really good, both are really on spot with the NES feeling.
The game was pretty fun to play, i liked this unique mechanique where the longer you run the higher your jump which makes you use a little bit of your brain lol, the art looked pretty solid and the music didn't disappoint either, and the boss was interesting to fight against, but there were small problems such as me feeling that there was little lack of feedback with the visuals and the audio part for example there weren't any audio feedback when you destroy the bullets and also visually (there weren't any visual effect for the bullets when they got destroyed yk), also the boss's projectiles were a little bit hard to dodge, especially the red one,also maybe you can try to decrease the enemies hp like for example the rat's hp should be 1 instead of 2, same for the slime (the yellow one) i suggest making their hp 3-2 cuz they feel they get in the way and take too much time to kill, also i found it a little frustrating where i couldn't get up on the platforms from the sides, other than that sorry for this wall of feedback (talking to you twospacesSG) ;) ;)
Pretty cool game. The controls took me a bit to get used to but I got to the end. Presentation on this one is excellent.
3:53 / Cursed 4 times
Good game. Considering how annoying the enemies are, death being just a curse count is a well thought mechanic, forgiving. Bossfight is very well made. The ability to drop from the platform with down arrow would be perfect for the bossfight. I love the feeling of no saved progression, one wrong when fighting the boss, with some unlucky chain reaction with enemies below could send you all the way to beginning. For some reason A button wasn't jump for me, jumping with up arrow is a bit inconvenient
Well done!
I love the artwork! The jumping mechanism was very difficult to get used to and the knockback felt quite punishing. But I stuck with it longer than I might have because of the great art.
Pretty difficult game, it may very well be me to get good, had fun and the gimmick is neat. nice entry!
Glad to know someone found it difficult as well, not just me!
Short, but fun game
What? Thats insane! My personal lowest is 7:15 after basically memorizing the whole map.
Yeah I noticed on the go that you can boost jump yourself with the platforms.
So if you jump from below the platform and jump at the same time you pass it, you get boosted jump that that you can continue to the space.
Oh what!? I knew that this existed, but it felt like it took very precise timing to execute repeatedly, so I left it in. Haha, wow you broke the game.
The concept is interesting, the realisation is great! I liked the gimmick with the moving thing. Overall a good game!