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Dungeon Path Tracer 64's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #29 | 3.933 | 3.933 |
| Gameplay | #38 | 3.533 | 3.533 |
| Overall | #68 | 3.250 | 3.250 |
| Audio | #91 | 2.400 | 2.400 |
| Authenticity (or, Creativity in use of resolution) | #95 | 3.133 | 3.133 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
You're Not Allowed To Win, because.. there is no winning in the Dungeon Of The Path Tracer, only surviving as long as possible
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Comments
Nice game. Although, I'm not completely sold on the graphical effect/method, the gradual change in the scene detail feels distracting/inconsistent to me. The overall vibe is very nice, and I like a classic dungeon crawl, works very well!
Very good looking game!
There were some issues with text not fitting completely within the screen, so I couldn’t see what some of the messages were, but other than that it was a fun game!
You can see the full sentences on the log!
Nice art and a big achievement getting this finished! However, the motion blur felt more disturbing than appealing, and the blurry sprites looked a bit strange to me overall. The high-res controls on the side also kept pulling me out of the 64x64 experience. Still a really cool effort and a solid entry!
It was more a noise function to cover the artifacts of the path tracing than a blur, the alternative was seeing black pixels slowly get filled when moving!
Now that changes the picture! It’s a good way todisguise it. Better than the alternative for sure
This is genuinely neat. Of course I starved to death despite an abundance of giant rat corpses, but, hey, some adventurers are pickier eaters than they oughta be. I didn't get far in the dungeon, but I did plunder *so* many torches off the walls, so that's neat. Also — you did a *really* admirable job incorporating all the UI stuff into the game canvas!
Well done overall.
Having written a path tracer before, this is so cool, and such a surprising thing to show up in a 2 week game jam! It looks great, love the visual style and gameplay significance it brings. Speaking of gameplay, it's simple and effective, and I had fun doing a few runs.
Really unique visuals, a very interesting approach and it blends well with the enemy sprites. Cool stuff!
Its a fun game and very detailed, Good job!
I'm very intrigued by this rendering technique for such a low resolution. Quite unique, interesting =)
For me it also distracts a bit from the actual gameplay, but I got better used to it after a while.
Congrats on your submission!
This looks great, but all your UI stuff is far far more than 64x64 pixels, sadly.
Would reducing the inventory icons and font would be enough? The rules say that the an UI outside the renderer would be ok, what would be your limit about that?
The rules specifically say the controls can be displayed outside of the game. This is primarily for mobile with touch controls to have buttons to press. The other technical mention, that you might be thinking of, is that the game can have border art outside of it as long as it isn’t rendered by the game.
The buttons to the side are fine, but your game is displaying information about itself outside of the 64x64 pixel restriction. The inventory, stats below, and the text over the 64x64 display don’t follow this rule.
Thanks for the feedback! I updated the game, now inventory and stats should be inside the 64x64 constraint