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A jam submission

Dungeons, By Chance?View game page

A chaotic dice‑driven dungeon crawl where every move, spell, and mishap is fate. Grab gold, smash mobs.
Submitted by Loose Lizard Development — 2 days, 1 hour before the deadline
Rated by 8 people so far
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Dungeons, By Chance?'s itch.io page

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How many people worked on this game in total?
1

Did you use any existing assets? If so, list them below.
Yes, prophous

Has this game been submitted to any other jams?
No

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Comments

Submitted

Hm. On the one hand, it is one of the best written itch pages I have ever encountered - dry, funny, honest, ironic, promising an unhinged game.

On the other hand, the games rises not quite to the bar you set. The movement of the character is irritating and clunky. A simple walk would provide more precision, I think.

Normally I'm no advocate of "game feel" but at least some sounds would have helped. Because of the random spells, the player does not know whether an appearing object is the result of an enemy dropping something or if the object was conjured. This could be determined by a sound or a particle effect.

I expect the health bar being visible permanently somewhere in the UI, not only appearing when the fight is on. This gives more opportunity for planning and is more realistic, too.

It was not clear whether the dragon had killed me or I had killed him - after a little fight the title screen appeared again. Maybe create separate pages for win/lose conditions.

The game promises much fun and would like to like it... well, it is not great yet. But for 10 days, there's already much. Except the theme.

Submitted (2 edits)

Apparently, it's not a game you made for the jam, as another comment pinpointed. Hence the absence of link with the theme.

Graphically, your game is pleasant. I like the apparent simplicity of the assets.

The music is really nice, but it stopped after some time, leaving a silent environment without any sound effect. The game really lacks sound effects, there's no feedback about the attacks or anything.

What doesn't quite work either:

- I would have liked to have more time to read the commands. They disappear after some time, clicking or hitting a key would be better.

- Double-clicking to cast spells doesn't work. I mean, it functions somehow, but I end up casting spells involuntarily and emptying the gauge while I want to attack rapidly. It's actually not possible to attack rapidly due to this.

- The camera doesn't stay high above, it moves closer to the character when enemies are right behind. The game becomes unreadable. In addition, it goes through the bottom side walls and reveal the outside of the level.

- The enemies that are defeated should disappear faster. I keep on attacking them while they're already dead.

- If I click QUIT, the game exits long after.

- Am I supposed to be able to rotate the camera on the "chritical" roles screen ?

This could be a good game, but there are too many details that hinder the experience.

Submitted

Interesting mechanic, i like the idea of RNG for damage, some feedback on attacks and damage numbers would be good features to add. Good job!

Submitted

Neat idea, effectively showing the random number generators that many games use.  I did like the few magic animations I saw "splashed" in there.  I could see this being a full-fledged game!

Some notes:

  • I wasn't able to read the tutorial before it automatically faded out.  Maybe let me click to close it when I'm done with it?
  • As others have said, the lack of feedback on attacks makes it hard to understand when they're actually working.
  • I feel like it's more natural for magic to be in the direction of the mouse instead of at the specific target, but that may just be my own preference/expectation.
  • A health bar kept popping up on me while I was magicing (that's a word, right?) at the dragon.   Was that the dragon's health or my own?  was also a little confusing that the bar appeared centered.
  • The Quit button doesn't seem to work.
  • I ran into the dragon and the game faded out and went back to the main menu.  Did I lose?
  • You've already called this out, but the music volume needs to be fixed.  Are there sound effects I can't hear under the background?
  • What's the purpose of the cubes that toggle blue/green?  Are they lights?
  • The dice could be more consistent.  If you only have the one for the spinning red d20, you could edit the image to be greyscale and then tint it red/blue.  Also strange that the blue die is constantly spinning.

What was your experience with prophaus?  I built something similar for my own use, but it takes more to maintain than I like... Do you just drop asset packs you own into it or does it have its own library?

I saw you had devlogs from May - were you polishing it for the jam?

Well done, and looking forward to seeing more!

Submitted

Hey, great work on this! The graphics, aesthetics and theme all look really nice, and the design and presentation are polished. This has real potential to become a full game ⚔️

One small idea: hitting enemies could use more feedback. A quick flash or knockback, plus a hit sound from the enemy, would make combat feel much more satisfying and take the game to another level.

The story part has potential too. Wishing you all the best with it!

If you get a chance, I’d love for you to try mine: Uninvited Chickos, a Halloween rhythm runner with two chickens escaping a goblin feast 🐔 Let me know what you thin

Submitted

A small gem of a game. There´s a small bug with your camera, whenever an opponent stands between the character and the camera, the opponent dies and drops gold or an item, the camera zooms in close on the player. Thanks for creating it.

Submitted

It was all pretty good. Is the dragon uninvited?

Your character controller needs some work, so doe your battle handler.

For 10 days you did a good job