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Spungeon: The Spinning Dungeon Crawler's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #2200 | 2.579 | 2.909 |
| Seriousness | #2681 | 2.417 | 2.727 |
| Audio | #2698 | 1.934 | 2.182 |
| Overall | #2777 | 2.192 | 2.473 |
| Enjoyment | #2903 | 1.934 | 2.182 |
| Creativity & Theme | #2986 | 2.095 | 2.364 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Unreal Engine
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Comments
Really cool game! I love the visual polish and how the environment looked! Though the game is super high scoped and some parts seems unfinished understandably, but I still do respect the attempt! The attacks could have had a bit more juice to make it feel much more impactful to the game and the audio could've been added more to make it more awesome! I would say this is quite a serious game. Overall, I still had a fun time with the game! Great work!
Thank you! Glad you enjoyed it! We definitely went a bit to wild with the scope but we are super proud of what we managed to get done with the time.
The visuals are striking, the lighting and shadows are quite realistic as is expected from lumen. I don't really get the story, or how to go through the levels... The enemies (bats) are a nuisance and doesn't really add much to the game from a lore perspective I feel like. The sword slashes look cool, but im like 90% sure there's no actual sword being held by the player since his hand is empty. I feel like you bit off more than you could chew.
Thank you for the thoughts! The sword not being held must be a bug but I am not sure how it is triggered as each weapon does have a model and it's own unique animations.
Story unfortunately was left till the end and unfortunately We were defo to ambitious for our first jam but I am still proud of it!
The general idea is interesting and it's very impressive to see how much is going on under the hood here.
I have to say it seems like it might have been perhaps too much for the few days, given how many things seem incomplete, from debug and collision objects being visible in the hub (this could be intentional to show the player where to go), to stuff like there being a weird light when the player approaches a wall in the hub. Nothing that cant be fixed, but would have needed more time probably.
Still, good stuff taking on such an ambitious project
Thanks for the thoughts! Yeah this was our first Jam and we defo went with a very ambitious idea. (We also had less time as we had an event we had to leave to for 2 days) but your absolutely right we needed more time to really polish it. On the final day it was every build needed a new patch lol. Lessons learned for the next jam but it was a great experience and the team is very proud of the game overall
Warning before playing:
The Special attack is currently bugged if you spam right click or Y on Gamepad it will break the game and the only fix is to return to the main menu and go back in. Now you can avoid this happening by not pressing the special attack button while a special attack is active.
There are also a few more bugs, including one where Niagara FX were not spawning correctly in a packaged build (love that)
As we are tired guys, I was not added as a contributor on the jam page, so I cannot upload the Patch.
On a brighter note! Enjoy what we were able to bring to the game jam in 7 days, which includes concept to production (Yes, we also did a game design doc)
Hit a bug in the first dungeon I spun up, where after killing a bat enemy and another one approached I ended up frozen, unable to do anything other than jump.
Managed to replay a little bit after that, and got a good bit through before hitting the same issue. Both times were when I had just killed an enemy that was really close up.
The vibe is there, but the combat and reaction feedback feels a bit clunky. It's hard to tell where I am hitting, and if I'm doing damage, to enemies sometimes. The general premise of endless runs into dungeons to gather money and loot though is pretty cool.
Definitely going to look into the movement issue bug for sure! Thanks for letting us know