Play game
Dungeon Time!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #347 | 3.857 | 3.857 |
| Artwork | #1054 | 4.000 | 4.000 |
| Creativity | #3571 | 3.464 | 3.464 |
| Enjoyment | #4122 | 3.036 | 3.036 |
| Narrative | #4233 | 2.500 | 2.500 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
There is a countdown that, when it ends, all abilities are activated
(Optional) Please credit all assets you've used
see description for full credits
Leave a comment
Log in with itch.io to leave a comment.


Comments
Cool game idea, the sound for cooldown is very interested
Cool sound design! I really liked how well it complemented the visuals.
Very cool game and cool concept of countdown. But time is wasted so much. I need to position in 10 seconds which takes 2-3 actually. After the attack waits another 5 seconds, enemy takes position in 3-4 seconds. Then wait for another 5 seconds. So just 1 round of attack wastes like 21-22 seconds of game time.
Maybe I could finish my turn early and get a buff depending on how many seconds left. Same applies for the enemy, so in the levels with boxes I might position myslef carefully and make it harder for them to reach assuming I have ranged lightning skills or so. And if you could remove time in between, the total time wasted suddenlyu drops to 5-6 seconds. Game would progress faster but not rushing the player. They can still take their time.
Overall, I really liked this entry. Something that I could play for hours with improvements. Well done!
Thank you so much for playing and really good suggestions!!
I like the idea, and it was fun to choose between upgrades and have my attacks modified by them, though I do wish I had to wait a little less. It also felt like enemy health always scaled way quicker than my damage could, unless I got super lucky, so it ended up with me frequently just waiting for my attacks to kill for a solid minute or two. I still enjoyed my time, though, and the timer syncing up to the music was very satisfying to me.
Thanks for playing!! We're sorry we couldn't get the balancing where we wanted it before the deadline, but I'm happy you enjoyed parts nonetheless!
Nice art & concept, my main complaint would be the time thing as others have mentioned.
In fact, I think it would be interesting if you got rid of the time thing entirely and instead made the countdown the number of actions per turn.
For example, say you had 6 actions. Each square you move counts as one action, and each attack could count as one (maybe some could count as more). The enemies would also follow the same system.
While allowing you to attack at any point in the sequence, this would create an interesting positioning game where you can use your actions to approach and retreat, but each attack would detract from your ability to move around, forcing you to plan ahead.
Thanks for playing and for those great suggestions!
I can see the game has potential but I was not able to do more rooms as they would take 1 minute to kill 2 enemies :,(
The game was very enjoyable! The art and music were fantastic, the fact that the music was synced with the countdown was surprising!
My main gripe is something that other people have shared, which is that the countdown, while neat in concept, was useless in practice, since enemies would be able to get to you from any place in the room because the countdown was too generous.
Also, I think that damage could be better telegraphed. For instance one would think that an area marked in more intense red would be more powerful and deal more damage, but the diagonal attack, even if marked in a dimmer tone, was always stronger.
As for balancing, I think that enemies should scale between floors rather than between rooms. Yes, this would incentivize players to stay in a floor for as long as possible to grind for upgrades, but that can be mended through other means, such as scaling the power between floors relative to the number of upgrades received, so the sooner I move to the next floor, the less powerful that floor will be. The reason why I suggest scaling between floors is because I, as a player, like to get a feel of how well I fare against enemies, and testing against an enemy group but then have the next be more powerful kind of breaks that feeling of discovery.
Anyway, just a suggestion, take it or leave it.
The game was a lot of fun!!
Thank you so much for playing and the suggestions!
The darker tiles with more attacks on them was supposed to do more damage yeah.. but I think that was a thing I didn't realize I changed somehow until it was too late.
Very polished, the count down and music were great and I loved the upgrades, I just wish the countdown was a bit shorter!
Awesome game! I appreciated the level of police and juice that made for a very satisfying gameplay experience. The positioning puzzle was enjoyable, although I would have appreciated more variety throughout the first floor given its size. I agree with others that the lack of fast-forward in the web build did lead to a lot of waiting. I also found the second floor to be a pretty big difficulty spike and only lasted a few rooms. It wasn't entirely clear how stacking spells worked, and I thought it could be clearer how much damage each tile would do. Great work
Thank you very much! We definitely agree with your points and know that theres a lot we can do to make the experience better in the future, but it's sadly all we had the time for.
This was pretty fun! The enemies on the second level were a lot harder, so I died pretty early on, but that was probably because I was underleveled and skipped a couple rooms. Overall it was really fun, and I also liked how I could stack abilities, it was cool watching them trigger all at once. Nice Job!
Edit: I also forgot to mention the music sync with the countdown, that was really neat too!
Thanks for playing! We're really glad you enjoyed it! The music was made by our friend and it was her idea to make it sync to the countdown.
I enjoyed the game but there is a lot of waiting. It gets better as you get more upgrades, though, as not only do the enemies die faster but you also end up needing more time to position yourself.
Thanks for playing! We tried to implement a fast-forward feature but unfortunately we couldn't get it working on the web build of the game!
It was a really fun game, but I find that it heavily relies on its polish over its actual gameplay. For example, sometimes you have to just stand still because you're already hitting the enemies, and you can't really run away from them, so you have to just watch for 20 seconds
Thanks for playing! Unfortunately, we tried to implement a fast-forward feature, but it did not work in time for the web build.
It seems like the idea that you all had was incomplete in some way. The premise is cool, the music is cool, but I don't understand why there is a 10 second wait for seemingly no reason between you and the enemy attacks. It makes the real time elements in the game completely pointless and just seems like a countdown for the sake of adding a countdown. The wait just becomes annoying after the first time.
Also, why can you collect more than one of each upgrade? Does getting fireball when you already have it boost the power? It is unclear.
Thanks for playing! This unfortunately isn't a real time game. We tried to implement a fast-forward feature to help with the waiting, but we couldn't get it to work in time for the web build. Also, adding more than one of each upgrade does increase it's power, but we did not believe that needed clarification as that is not an uncommon mechanic.
Very nicely done! The music sync with the actions was done incredibly well. The only slight comment I have is I felt like I ended up waiting around a fair bit.
Thanks! Unfortunately, we were unable to get the fast-forward function working for the web build in time, but hopefully it will be available for later versions!
I also missed the fast forward ability, but I liked the rhythm effects and pixel art in your game!!
Cute beat game! Missing the ability to fast forward on Web but thats ok! Well made
Thanks so much! I tried for over an hour to see if I could get fast forward working on the web build but I just couldn't get it working in time, really sorry about that.
Cute beat game! Missing the ability to fast forward on Web but thats ok! Well made
Wow, this was really good! I'm impressed.
cute!
I like the idea. It is a good game, just wished there was some way to fully fast forward the time
Thank you very much! Sorry that the web build doesn't have time fast forward. If you download the desktop build it does have it if you hold space, but we couldnt do it on web do to some limitations that I couldn't solve in time.