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Rogue Dungeon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artistic Style | #6 | 4.389 | 4.389 |
| Community Choice | #10 | 3.278 | 3.278 |
| Playability | #11 | 4.167 | 4.167 |
| Overall | #16 | 3.711 | 3.711 |
| Theme Implementation | #21 | 3.500 | 3.500 |
| Game Design Document | #34 | 3.222 | 3.222 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1Z9cAsSl6QehNFmUt_zcXA8fCkBTWSfei/edit?usp=sharing&ouid=116012593003700747217&rtpof=true&sd=true
Have you checked that your GDD is publicly accessible ?
yes
Is your game set to public on itch.io so we can see it?
yes
Summarize your game!
Turn based dungeon crawler rpg
Please explain how your game fits the theme.
Fountains grant new abilities and stat boosts, but medium and major rewards always come with a curse
Did you use Generative AI to make any assets in your game?
NO
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Comments
This was fun! Well done. The fights have some strategic depth to them. I liked it, it looks quite nice (though some of the text is a bit small). So the below is just things I think could be improved upon further:
I found the curses to be way too much. Major boons that grant you Fireball (3 AP) and +4 HP while also giving you -13 HP and -2 AP, resulting in less HP and an ability you can't afford to use feels like the game is making fun of you.
Couldn't make it past the Cyclops with the minor boons. Wasn't sure if the elite rat room had any purpose. And not sure if the wizard is locked for the jam, otherwise it should probably have been available from the start.
Not being able to attack diagonally while some enemies seemed able to was also a bit frustrating.
Thanks for playing! and thank you for the feedback, the curses did indeed turn out a bit unbalanced, i couldn't balance everything in time because 90% of my time was spent building the systems rather than creating content or balancing it. our goal for this game was to not just present something for the jam, but also to prepare a solid foundation that we could keep building upon in the future. as it tends to happen with ambitious ideas (at least mine anyway), i ran out of time to build everything for the jam, so it turned out a lot less polished than i would have prefered.
The cyclops room that you died at is the previous to last, and it's actually the one that unlocks the mage. and yes, the mage is indeed playable in the jam version, it's just a bit hard to get there i guess.
Regarding diagonal attacks, it's something that i planned to add through different weapons and abilities, but unfortunately it didn't make it to the jam, but afaik monsters don't have any MELEE abilities that can attack diagonally, iirc it's only ranged attacks that can do that (but feel free to correct me if i'm wrong, i completely rushed through their design, so i could have missed something from previous iterations)
In case you're interested, my future goals for the project are to prepare a much bigger version that has a lot more abilities, classes and enemies, featuring a progression system that feels closer to something like stoneshard (which i'm a big fan of)