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Dungeon Offering's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Art | #37 | 3.100 | 3.100 |
| Music | #64 | 2.450 | 2.450 |
| Overall | #68 | 2.200 | 2.200 |
| Gameplay | #75 | 1.950 | 1.950 |
| Polish | #76 | 1.800 | 1.800 |
| Theme | #77 | 1.700 | 1.700 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
While the gameplay leaves quite some room for improvement, I like the way the big one is drawn and animated.
Took me a minute to realize the button is not in view of the embedded iframe, and you actually have to go fullscreen. That’s an odd choice, I mean, there’s plenty of room in the iframe to fit the whole scene.
Alas, I have no idea why it's doing that. If I change the embedded iframe dimensions, the positioning of the UI elements is just completely off. Any idea what's up with it?
Sorry, no idea! My games always use a canvas with explicit
widthandheighteg 320x180, and they have no choice but to line up right. I’m guessing your framework does something more complex.Difficult to see when I parried correctly. Otherwise good.
Very intense battle. Defeating a bigger opponent is indeed a good offering. It would be more intense if there are a bit more visual effects.
yo, some screen effects and maybe freeze frames on parry would be great for this.
I dig the art style - the characters look dope.
The game feels very unfinished. Some kind of feedback when the player parry would be nice (like an animation or something). The attacks also feel a bit odd, I think it's because of the lack of feedback. The art style is cute but it needs more polish overall.
Thank you for playing my game. I agree completely with your reaction and it's nice to know that what I perceived to be weaknesses in the game are echoed by the feedback I've received.
Art is nive,but gameplay is monotonous.Looks like game is incomplete.Also this game needs more sounds and animations,for example player's atack sound,parry animation and so on.Looks like you didn't have enough time.
Thank you for playing my game. I definitely needed more time :( but in my next gamejam I'm sure I can get more done. I think in my next game I make I will prioritize the game tempo expanding, or the difficulty. I've noticed how much of a strong impact that has on a game being interesting from playing some of the game jam entries.
Thank you! It is very incomplete yes ;)
Я ничего не понял.
Скорее всего из-за собственной глупости(
(Я использовал Google Translate) Думаю, это была не ваша вина. Мне следовало добавить больше тактильной обратной связи для действий пользователей.
I like the art! But i spammed Space and nothing happened, idk if its buggy but i could just press the attack button. Also i dont see the theme here
Thank you. Space bar was for parrying when the enemy's sword is above the character. I think if I had implemented a parry animation, as well as turning the Attack button into an Attack/Parry button, it would have been clearer when the parry window was active. The theme was storytelling based but I never got around to justifying it unfortunately.
I personally can understand what you were going for here while also acknowledging the fact that you worked on most of it (apart from the music) alone, so that does deserve praise.
However, the game itself is very incomplete, and the combat itself is very repetitive. I did like the art and the music was pretty nice, but it's very hard to truly connect to a game that isn't finished
I completely understand your feedback. I learned a lot while working on this project, and I hope that in my next project I can create a more finished experience. Looking at other games from the gamejam, I noticed a ramping up of difficulty or tempo used to great effect. I think in my next game I'll be able to create something more satisfying to play by making use of that.
Simple and cute. I like the hand-drawn style a lot. Would be nice to have a better indicator of your own attack hitting / missing since it felt like half the time it did damage and the other half it didn't and I wasn't sure why.
I'm glad you like the hand-drawn art style. You're right about the lack of feedback for hitting and I noticed that a lot when testing the game. I changed the HP bar animations to Ease Out instead of Ease In/Ease Out. And I think a quick animation to shake the characters horizontally when they're damaged would help a lot.
I didn't really understand how it works but I won lol.
Cool graphics and music :)
I really don't think the game matches the theme though.
You're right :( I didn't really get around to justifying the theme due to dealing with other issues, and I think I should have built a game mechanic that expressed the theme instead