Cleaner of Dungeon has an interesting title concept. “Clean the dungeon” immediately made me think of games where you mop up after a mess, and the Craftpix pixel look plus wave/stat HUD give it the shape of a tiny top-down action RPG. The music is genuinely good and was the strongest part of the current build for me.
In this version, though, I struggled to understand the gameplay. I could move with arrow keys, see Wave / Level / PV / ATT / DEF, get French prompts like sacrifice/quest choices, and eventually change sprite after upgrading — but enemies/objectives weren’t clear, and leaving the game open mostly just leveled me up over time. It felt closer to a work-in-progress systems test than a finished short jam game.
Suggestions:
- Explain the goal in the first 10 seconds (what am I cleaning, and how do I win/fail a room?).
- Make combat/cleaning feedback obvious: targets, hit reactions, clear rewards.
- Add English text (or bilingual UI); I don’t speak French and couldn’t reliably parse the prompts.
- Fix performance/feel — the web build felt laggy or low-clarity at default size.
- Package the desktop download as a full runnable export, not only engine data files.
- Customize the itch page with screenshots, genre tags, and a short pitch so players know what the game is before pressing play.
I like that you’re iterating with Craftpix assets across projects. If you tighten the cleaner fantasy into a clear room-by-room loop, this could become a fun little dungeon tidy-up game. Keep going, M_A_E005!