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Great job on this one! The pixel dungeon look and the 6x6 token board make a really unique combination, and the "break the chain, lose your gain" risk fits the jam theme nicely. The short encounter tutorial made the rules easy to pick up. One suggestion: the combat log and HUD text are quite small, and an early clash with a tiny chain does 0 damage with little feedback, so a bit more visual feedback there would help new players. Nice work!
Thank you for the feedback and constructive suggestions! We were thinking of implementing a visual combat log beneath the timer instead of a written log. All sorts of information in the periphery of the screen does tend to get lost.
I’m personally interested in this kind of game, and I think you’ve taken a really good approach! It’s well-balanced, has nice colors and a great art style, and the rules are clear.
I’d suggest adding a sound slider, or at least some background music. Right now, after a period of silence, the sound effects can feel a bit too loud.
And again, I want to say something about the colors and style – I’m not usually a big fan of pixel fonts because they can be hard to read on larger screens, but you did it really well here!
Thank you for the kind words! And we’re going to keep working on the game, with a proper options screen with sound and such as a high priority. And glad you thought the font was readable. We made our own with Fontstruct, so that we could insert icons representing the game mechanics in it. Really handy (and free) tool, I can recommend it.
I like the art style. I wish this game has a mini-map.
Thank you for the compliment! And you and me both on the mini-map-issue! It’s one of the things that didn’t make it due to time constraints, we’ll get on it after the jam.
I'll admit I had some preconceptions about first-person 3D dungeon crawlers, but this one won me over. Movement is quick, there's no motion sickness, and while getting a little lost is kind of part of the genre, whenever I was about to go down, a conveniently placed healing item always seemed to show up, so I never felt like I was being overwhelmed. A manual save option would be a nice addition, though.
Glad to hear we were able to change your mind on first person dungeon crawlers, thank you for the compliments! And we’re planning to expand on the game after the jam, so expect QoL-features such as saving and maps then!