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A jam submission

Dungeon Boss - The Wheel of SeriousnessView game page

Procedural dungeon boss battler where the Wheel of Seriousness chooses the boss's abilities.
Submitted by PeculiarProgrammer, LeviQBridgeMusic โ€” 1 hour, 18 minutes before the deadline
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Dungeon Boss - The Wheel of Seriousness's itch.io page

Results

CriteriaRankScore*Raw Score
Seriousness#8823.5504.200
Audio#10483.1273.700
Creativity & Theme#11853.4654.100
Visuals#12803.2963.900
Overall#12983.1953.780
Enjoyment#20652.5353.000

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Godot

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Comments

Submitted(+1)

This got started right away with a very serious story!

I like the idea of getting random combinations of boss abilities, and giving the player a say in the difficulty by deciding how many abilities to spin for. Sounds like you also left the game open to support more abilities in the future, that should pay off if you choose to continue to expand the game! I did find the fights challenging (one of the rounds the boss had the flying ability and it took a while to find openings to deal damage), but this was fun and is a nice start to a potential larger game with good fight mechanics and the framework for the game loop already in place.

Developer

Hey! Thanks for playing the game and leaving a comment!

Yes, the flying ability is definitely tedious and over powered. Also annoying if the boss uses it multiple times in a row. Thank you for struggling through that! ๐Ÿ˜‚ 

Thank you for the encouragement as well, it was definitely planned as a bigger game and most of the time was spent simply building the foundation to add more content. Perhaps one day I'll turn it into a full game!

Thank again!

Submitted(+1)

It's a fun little game, though it lacks a bit of direction. 

I didn't realize at first that you could teleport using the 'T' key; I thought I had to interact with the door, since the game tells you early on that you interact using 'Enter'. As for the interaction key, I would have gone with 'E' or 'F', as those are the standard keys found in most video games. The boss fight was cool! However, I only discovered later that you can spam-jump to dodge attacks more easily; a quick tutorial involving some basic enemies would have been nice! The story is funny and charming! The music is good, too, and the environment and art style are great.

Regarding combat, I would have added more audio and visual feedback—things like impact effects, camera shake, or "hit stop" combined with a flashing effect (rather than just making the character transparent, even though that does let the player know he is invincible while transparent) for critical hits or when getting killed by the boss; this would add a sense of power and intensity to the game.

With those additions, I think you'd have an excellent game. You already have a solid foundation and a story that is funny and engaging right from the start, with a clear objective established immediately.

Great job developing all of this on your own ! :D

Developer(+1)

Thank you for playing the game!

Yes, you're absolutely right. I definitely would've liked more time to add some various effects and introduce the player to mechanics.

This seems to be a common critique that others have also mentioned. The combat was planned on being more engaging with more feedback and weapons as well as having the infinite jump locked behind an upgrade, however time got away from me (Why cruel world?! ๐Ÿ˜ญ ๐Ÿ˜‚)

Also, yes the teleportation probably should have been reiterated somewhere (maybe at the main menu along with the other controls or via an onscreen hint for the first time until used๐Ÿค”) so that players clearly know what to do.

I very much appreciate the feedback, it means a ton and definitely allows me to learn! I had a blast developing the game/story and I definitely agree the music was fantastic all thanks to Levi Q Bridge! I just wish I had more time ๐Ÿ˜‚. Maybe I'll keep developing it in the future!

Thanks again! ๐Ÿ˜Š 

Submitted(+1)

Cool concept, but I think the boss's HP is way too high, and that makes fighting him a bit less fun. Also narrative and dialogues were funny)

Developer(+1)

First off, thank you for playing the game and leaving the review. It's so important to me and definitely helps me learn!

Yes, his health definitely ends up turning him into a sort of bullet sponge. I was hoping the rogue-lite elements I was planning to add would allow more unique interaction with the boss by adding different move sets and weapons as well as upgrading your damage and own HP, but the jam's timeline got the best of me and I wasn't able to add them. (Still kicking myself for that! ๐Ÿ˜‚)

Also, the writing was definitely one of the most fun parts to come up with. I'm glad you liked it! ๐Ÿ˜Š 

Submitted(+1)

I beat the boss but wasn't sure about what to do next, so I teleport back but couldn't do much more than just beating him again. Maybe I missed something ? 
I liked your take on the theme though, and beat two very differents bosses, with more content and maybe stuff that really changes the boss, It could be fun. I was eager to find what the gold part was but I guess I'll never see :D

Great job anyway !

Developer (1 edit) (+1)

Hey, thank you so much for playing and for the comment! It means the world to me!

This is an accurate play through. Most of the game was built as a foundation with much more planned for player abilities, upgrades, and attacks upgraded in a rogue lite manner but I ran out of time (Sorry! ๐Ÿ˜Ÿ).

 The glyphs each represent a different boss ability when rolled, this allows for each boss fought to have different combinations of abilities ensuring battles are not all the same. (Ended up with 7 unique boss abilities due to time, but the game was built with modularity in mind so adding more is super easy. For instance, I was able to add 4 just in the time crunch on the last day of development while mainly focusing on other things that day.) 

As far as the gold, after grabbing the food that drops in the middle of the dungeon after beating the boss, and you've returned to the wheel room, you can press 'T' to teleport back to your home and sell the food by pressing "Enter" next to the laptop. (The old chef mentions this in one of his dialogue lines, but maybe I should have repeated this again elsewhere, sorry for that)

Also, the gold amount is actually saved, so you can exit the game and come back with your save later. However, if you die during the boss your gold is reset to zero. So, the game's goal ended up having to be a high score for gold in arcade style.

Thanks again for playing, and I hope this response helps clear some things up! ( I guess I need to get better at instructing the player on game mechanics in my games ๐Ÿ˜‚)

Submitted(+1)

Ha ! Thanks for the in depth answer. No it was pretty clear I had to go back with the teleport, I think I just missed the food in the boss room :) I did take a look around before teleporting though. I'll try to do it again if I have time, to see what I missed.

And yes player progression would be super cool indeed. Obviously you did already a lot in a week, we all make compromise ahah.

For the progression it makes me think that something along the Sol cesto progression could be nice. Gold you have to get abilities during the run and gold you save for meta progression. Anyway great game ! 

Developer(+1)

Game jam timeline definitely got the best of me, lol. ๐Ÿ˜‚ 

Thank you again for playing it and the feedback.

It means a lot!

Submitted(+1)

Great game. I only wish there's was more to do, but otherwise great game

Developer

Thank you! Yes, scope creep got the best of me and I only ended up finishing the foundation. Thank you for playing it!