Deeper unto the Dungeon by Sieber2210
Fight your way through the dungeon to find the exit trapdoor in the end. Be careful though there are enemies about that must be cleared to make the area safe once again. As a knight it is your duty to complete the tasks at hand quickly, calmly, and quick!
Ratings
| Overall | 1801th | 2.737⭐ | 21🧑⚖️ |
| Fun | 1714th | 2.632⭐ | 21🧑⚖️ |
| Innovation | 1833th | 2.316⭐ | 21🧑⚖️ |
| Theme | 1469th | 3.158⭐ | 21🧑⚖️ |
| Humor | 1101th | 2.441⭐ | 19🧑⚖️ |
| Mood | 1529th | 2.947⭐ | 21🧑⚖️ |
| Given | 14🗳️ | 14🗨️ |
Would have been good to have some particles when hitting enemies so that there's some more feedback, also would be nice to be able to look down/up more
Heavily reducing the number of attacks it took to kill the enemies would have helped make it feel significantly less tedious in moments. Requiring 2 or 3 hits to kill a zombie would have given the zombies a chance to attack back. Requiring 5 or 6 hits to kill them made it felt more like a chore, since the enemies themselves didn't provide enough variety to give new experiences from extended combat.
Adding some sound effects, some ambient background noise, and some music, even if you didn't make the music or sound effects yourself, would have gone a long way to making the atmosphere feel stronger and the game less repetitive. Part of the power of doing the jam instead of the compo is that you can make up for lacking time or skills with 3rd party assets to still make a whole-feeling game. Instead the lack of sound effects and music made the player (my friend) focus all that much more on the repetitive task of combat.
The lighting was good, but having ceilings in the locations would have helped really set the tone and atmosphere. Without the ceiling it gave an unfinished feel.
Overall this was a solid first attempt, and I bet you learned a lot from the experience to try next time. Looking forward to your future entries. For all my "this could have been better" talk, the highest rating you got from my friend and I was "Fun" :smile: