Very fun battler incremental! The writing was peak (I clocked the Kiss da Homies nod), and the game loop was enjoyable. Music was fun too. Great job and nice entry!
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Lich Dungeon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #110 | 3.850 | 3.850 |
| Audio | #124 | 3.700 | 3.700 |
| Innovation | #195 | 3.550 | 3.550 |
| Gameplay | #200 | 3.550 | 3.550 |
| Visuals | #226 | 4.075 | 4.075 |
| Overall | #345 | 3.483 | 3.483 |
| Theme | #1537 | 2.175 | 2.175 |
Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Choose the dungeon that the adventurers need to pass through, but you cannot be sure that will happen.
What code and assets did you not make from scratch during the jam (if any)?
Dong SFX is from https://www.freesoundeffects.com/. Other than that, we made the rest in-house <3
How many people worked on the game?2
Comments
This was very very very VERY Fun and FUNNY. I love how goofy the hit sounds are and the art style is really good too. Very nice! I also really like the music but I do think the game lacks some screen shake and maybe some blood splatter.
hey! thank you so much for taking the time to give it a shot! now that I think about it I actually can't believe that I forgot to add screen shake! just a simple thing to add to the camera and just slipped my mind LOL
it's always little details like that, shake, particle effects, that really give a game serious polish.
Good eye! ❤️
This was a really fun one! I really enjoyed the progression of each night and watching the dungeon grow! The vibe as a sort of super evil villain lord is SPOT ON due to both the really nice and clean art as well as the music! I love simple games like this that iterate on a simple concept like this (heh could you tell by my team's game) and I really love the game y'all made.
HONORED y'all took the time to play ours! I spent WAY too much time playing yours. I remember telling my wife that I was in awe of like, HOW THE HECK did this developer make "move forward" SO GOOD.
Like the puzzles ramped up in difficulty SO SMOOTH. You sparked a deep dive in YouTube game theory trying to understand that frustration vs simplicity flow state.
Only 5 star gameplay I've given a game this jam!
I enjoyed the vibes of this game and being the villain, the humour was good!! It is clear that the game is decently polished and I enjoy the cute animations of the heroes. There was a pretty big difficulty spike at the end, might just be because I don't play these types of games normally? But I had fun!
P.S. the full screen screwed up the cross placement haha, no time to make the dungeon? XD
Game balance is not my forte lol. After playtesting a bunch since submission we already patched one bug that messed with the scaling but i still think the curve is too steep and its because upgrading your units never made it into the final cut.
So by the time you're up against guys w big hits and big HP you just have a couple more lvl 1 units lol
But post jam - oh post jam i got something nice cookin' 🫡
Fun concept, loved the art style and the jokes. The difficulty ramped up very fast, so I had to try multiple runs to get the hang of it, but had a lot of fun with it. I see a lot of potential with this idea, adding passive and active abilities can make this a very replayable game. I will be watching this closely. Great job!
Man what a fun game, one of my favourites! :))
I didnt really get what the gold is for though, like you can spend it on your rooms but youre never close to running out, do the enemies get stronger when they clear more rooms because they gained gold?
Great work and Id love to see it as a full game!
Let's start with a premice: There were 17k entries, only 2300 submitted and you're one of them. That's already top 10% of the dev. The idea is really cool and the dialogues are my favourites, that minion has some character I might say! So, initially I wasn't sure who's gonna attack me and that feeling remained through the replays; seems like the player doesn't really have much knowledge over who attacks, just with the defense, life and attack points it's really hard; I'd suggest a more visual hint like a graph from top to bottom of the strenght of who attacks. Or rather a progress bar type of thing showing how much force relative to the max amount that enemy has. The other thing I kinda expected from this game was having the possibility to change the mobs position. amount and strenght myself. Now it's probably about having enough luck to get the best minions; though I'm not sure which. because a lot of them are really similar in the characteristics. So I'd suggest let the player do all or some of these things: Manage the order of the rooms, moving the minions positions or having the possibility to choose from all the mobs(or the ones you might unlock with levels or souls) with the money. While the game was kinda easy at round 3, at round 4-5 you can barely do anything because they are more than 3/4 and the mobs pretty much remain the same amount; the mages are probably the most over powered because they can heal indefinitly and having 3 at the same time makes an already difficult enemy pretty much impossible(might be skill issue though). The keyword here is probably control; letting the player have the choice over which minions, how many and where they should be. Overall was a really intriguing game, the sounds and the art style was pretty good and polished. Good luck with your game dev journey!
Super cool game idea! Loved the vibe, loved the art and loved the music! I gotta admit that I was vibing :D
Also I found a bug in main menu - just look what happens when you click fullscreen haha
"Your Sliminess" has got to be my favourite line hahahaha. That poor minion deserves every good night kiss he gets!
Love the concept of dungeon crawling turned around, pretty cool game, and i adore all the nice feedback and game feel!
Awesome game, I love it, try multiple times, but the fifth level is pretty hard. The warriors are insane XD. Idk how well it fits to the Theme, but it is fun.
As an avid Dungeon Keeper fan, I think this is really cool, I just wish it fit the theme a bit more. Congrats anyway, it's great, and I loved the art and animations, also the initial dialogue is super fun!
Great style, Great gameplay, HILARIOUS dialogue. Loved it! will come back to play more after jam for sure. My one critique is that the difficulty ramps up FAST
All around 5 star! I definitely couldn't make it very far. I got to 4 dungeon rooms and that's about as far as I could get :P Consider myself sucking at this game. I loved it though. I LOVE Boss Monster (the physical game) and it just reminds me of this a bit and made me fall in love with it! It's pixel art too!
You're very kind! Thanks for stopping by! Pumpkin Hollow was also a very fun entry! I'm so thrilled that you recognized the Boss Monster influence! I've never met another person that has ever played it and its always had a special place in my heart! I really didn't think anyone would notice! So awesome of you 😊
this is a great game, i do feel like i would echo some of the below comments on difficulty scaling, it seems pretty hard to keep up after a couple of levels. the character hit sound effects could take a little work too
the gameplay is great, the writing is top notch and genuinely funny, great pixel art and can tell a lot of love went into making the game
Honestly this gameplay was realy fun. I'm going to try to be thorough so here we go.
I think damage and difficulty scaling is the one issue i have here- Conceptually adding in a new room with monsters is fantastic, but since each time you are getting a small amount of souls, the game doesnt feel like its scaling with the enemy difficulty.
I also think it doesnt feel explicitly clear or communicated that some enemies are better at handling some heroes than others- while i feel like an important part of this gaem is try it again with multiple different runs, being able to understand what to use sand why/how is just as important- rather than encouraging the player to just try random things. The biggest reason being you dont want a player who cant fully understand the gameplay to walk away frustrated.
The visuals work really well, i think keeping the art style simple and the enemy designs trimmed down works well. that said, and he're im going to nitpick, the Mixels on the characters during dialogue felt distracting, I would rather see consistency in dialogue, and then in the dungeon, that things be a bit mixed up- the minion feels like he was designed at a different ppi and the lich, and it feels a little jarring when theyre together.
Speaking of when they are together, the dialogue and banter is fantastic and hilarious. I genuinely enjoyed seeing them talk, and their def homie relationship- I want more of that, especially between rounds.
Overall teh gameplay feels really strong conceptually, and the things that i'm nitpicking are because i genuinely enjoyed this and want to see the best version of it- with the fun gameplay and witty dialogue i could see myself buying the full version of this!!!
I can't thank you enough for this feedback and I know you had the option to play 2,200 other games, so it really means a lot that you'd not just take the time to play it, but take this much time to play it!
We dropped a bugfix patch today to address some of the difficulty issues and broken spike traps so, in my opinion, it definitely feels smoother now. The UI clarifications feel a bit more like a feature, so we didn't want to push that until the jam is complete, but its ready :)
I agree with a lot of your critiques. The strength and HP aren't very well communicated. The flag at the top of the room, doesn't mean anything because every room is a combat room (time constraints) but knowing WHAT and WHY you're doing things is huge. There's a great deal of info we can be better with communicating. So thank you again for that! :)
Art inconsistencies are 100% on me. I can't draw for nothin' but i was the best artist between the 2 of us. The heroes are 16x16. The minion is 32x32. The lich is like 256 x 256 or something. As i've played games this jam the mixels have become more and more apparent to me. Makes things look very, kindergarten collage if that makes sense.
Again, no offense taken at all. You can always tell when someone is giving a solid critique vs just punching down and your post is anything but good, constructive criticism. Thank you!
There's quite a few gameplay additions still on the cutting room floor (minion upgrades, room upgrades, adjacency bonuses, status effects etc) but sacrifices needed to be made and thats on us for forgetting and starting the jam late lol.
One last thank you. And a kiss for being such a homie 💋✨






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