Cool game. I like the polish touches but there are rough edges.
I recommend doing something about the main menu responsiveness. The button presses feel so slow and sluggish that I often feel like I press the button and nothing happens. Also, the lack of highlight when mousing over the button makes it feel like it's broken. The highlight is obviously there but when it doesn't react to the mouse input, it just feels off.
Forget to communicate that you can rotate the rooms with a mouse wheel. I didn't see it mentioned anywhere and stumbled on it by accident. It seems to be a rather important part of the game.
I think the boss rooms should be much more apparent. The first time I saw it I thought that it was just a bad room. Like why is there an elemental reward on that card? Since by beating it you win the game, the reward is pointless and misleading. I recommend putting a trophy icon or something like that instead of it if you want to keep the design. Maybe write "Boss" on top of it.
But hey... it has less rough edges than my game :D Good job.
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Elementaris's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #1420 | 3.600 | 3.600 |
| Presentation | #1622 | 3.500 | 3.500 |
| Overall | #1968 | 3.267 | 3.267 |
| Enjoyment | #2970 | 2.700 | 2.700 |
Ranked from 20 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 this reversed dungeon crawler game you are the one who generates the dungeon for an adventurer to explore and fight enemies in.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
The art is good but doesn't allow us to understand what possibilities cards offer. The animations are nice !
Not a fan of how the dungeon tiles can appear rotated from how they are on the cards. It took me a while to figure out tricks for traversing the dungeon, especially because where the doors are on each tile matter so much. It makes reaching certain areas a bit of a chore if you don't have cards with doors in the right place. Could the doors be made more lenient, i.e. adaptive to what tiles are around it?
Nice concept and aesthetics, though watch the legibility of those coloured numbers!
Super interesting idea but i feel that something should be added to make it so that you don't just end up with cards that give you water like what happened to me.
Fun idea and a cool art style! Your game does a good job of trying something new in the dungeon-building genre, and combining cards with Tetris-like physical dimensions is a neat concept. This is well done!
Nice game! It is nice to keep building the dungeon with the different rooms, and the costs per card add a nice depth to the strategy.
I found a small-ish bug: when you die without killing the boss, the next run you keep spawning the boss no matter what card you place.
Can you please describe the problem?
We made it such that you have to click the card and then place the structure in the world such that the doors match to your current rooms. If you have trouble viewing the card try to play the game with no fullscreen.
Thanks for the feedback and please tell me if the problem persists :D







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