I really like the concept here. The only problem I had, is that I spent most of my time playing with all 4 inputs intact, even though the most interesting situations happen when you have a few inputs missing. If the difficulty scaled with the amount of input you have, this would have been a really creative minigame, or even a rogelike.
Play "game"
DPad Dungeon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #299 | 3.733 | 3.733 |
| Overall | #354 | 3.747 | 3.747 |
| Originality | #589 | 3.760 | 3.760 |
| Presentation | #712 | 3.747 | 3.747 |
Ranked from 75 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?
In our game, you play as a controller (a DPad, to be specific). It's bullet hell/rogue like, in which the location you take damage impacts which controls are available to you. Lose all four cardinal directions, and you're out of luck. (Look for those A and B button power ups, though. You can use them with LMB and RMB.) Additionally, the enemies you fight fit the theme of "controllers", especially the boss at the end!
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
interesting, most people had the exact opposite response (they felt they were getting hit too much and were unable to control themselves). i do like your idea to scale difficulty based on how much control the player has, might be something we add in the future! thanks so much for playing and your suggestions!
Great concept, really well implemented. Love the various enemies and animations. The controls were super smooth and once I remembered the wrap around world it got a lot more fun :) Don't think I ever made it to the boss bottle but I had a ton of fun surviving as long as I did.
Really cool presentation! I do think that this implementation of the theme means that if you never get hit the theme will never manifest itself and that when you do it can quickly make the player very helpless.
I also think that the game feels very passive as of now. More active abilities could spice it up a lot and make it much more fun!
fair point, however i would be surprised if anyone actually beat the whole game without getting hit (and very impressed), especially since so many people criticized the game for being too challenging. i feel there's a bit of a difficulty curve in adapting to using less controls, and as you play it becomes more manageable to avoid enemies with less ability to control, so i can understand where you're coming from. definitely will be adding more abilities in coming updates, many have suggested such :) thanks for the feedback!
Cool idea and well executed! I especially like that i can see the health of the enemies in the sprite, very clever. I got the B powerup, wasn't sure what exactly it did. It seemed to shield once, but then was disabled. I played on a 3440x1440 resolution with 150% scaling on Windows, which created some UI issues - but no issues on gameplay :)
Great job overall!
On the start screen, it scaled to full width, thus cutting something at the top and bottom. My screen is 21:9, instead of 16:9. In the game itself the whole screen was usable, but the background texture did only cover a 16:9 ratio, not the full width. The outlet shots did the same thing, i guess the sprite is only that long. But it was perfectly playable. I guess it's best to check it out yourself with a 21:9 resolution, maybe it's the same for windowed mode.
interesting, i had someone who was going to stream my game run into a similar resizing issue, and i sent him a rebuild with Unity options set to allow resizable game window and to launch as a maximized window. this worked for him, if you have the time to try it out, i could send you a link to the rebuild, just to see if it fixes your bug as well. if not, i totally understand.
thanks a bunch! i appreciate it. here's a link to the test build, its the same as the one on my page but with the changed Unity settings: https://maxmitchell.itch.io/test lmk if this fixes the bug.
Sure, no problem. Looks the same as before, so sadly not fixed in fullscreen 21:9. I think i figured out how you can reproduce the effect. Just force the window mode (alt+enter on windows) and the adjust the window to be quite wide. You'll notice how areas of the game vanish. What is pretty cool is that the playable area is always correct (as big as the window), so i can modify the playing field :D
ah, i understand now! not sure why it's happening yet, but at least i can reproduce it. probably has something to do with the screen resizing and not scaling the camera view to account (or something).
i think the reason why it's all still playable is because the screen wrapping and enemy/pickup spawning are all dependent on the screen size (not a static value of what i expect the screen size to be). so when the screen size gets out of proportion, it messes up the UI and background image but is still playable. neat! thanks for the insight!
Really clever and original idea! The presentation is excellent especially considering you did all of the animations and art duing the jam. Excellent game!
I think it could be better if you give player more red power-ups even with less bullets to shoot by using them. That could make it more engaging.
Love the way enemy's health is shown and it's a really fun game. Well done :)
Great game!
The feeling is awesome. You can predict what will happen using sound. Good job!
I would prefer to use the habilities buttons with the keyboard and walk with arrows, but this is a small point.
Hey, it looks pretty fun ! However it is wasd, so i can't really play it sadly. With the graphics and all i thought I could play with the gamepad, but it didn't work ? Good concept, quite punitive :)
Not what I imagine by the name. but I think it fits the theme brilliantly. I liked all the small UI elements like the enemies being drained by a time limit and that being shown to the player for them to know how long they have to live.
Had a lot of fun playing your game. Great concept with the controls as your health/inputs. The aesthetic is really nice. Good varieties of enemies and love the way you deal with the screen wrap, definitely help when thing get hectic as the game go on. The boss fight was a good addition, but I wish the boss would get introduce a bit sooner, or have an indicator for game progression.
Overall, I really like the game you made here. Good job!
Really fantastic idea of having your controls pretty much be your health. I especially loved how you worked around the issue of the player getting stuck in a corner, by having both sides of the screen wrap around on themselves. Really clever, great entry!
I really like the idea of this game. I thought it was enjoyable to try and map out a safe path in order to recover any lost directions.
This is a really fun game ! It suits very well the theme ^^
It's just a bit too chaotic at times (especially after losing a few directions ^^'), but that's alright (:
Great submission ! :D
The game is fun to play, but loosing the movement keys makes it almost imposible to come back from







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