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You are the LABYRINTH's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #224 | 4.190 | 4.190 |
Presentation | #412 | 4.190 | 4.190 |
Overall | #612 | 3.810 | 3.810 |
Enjoyment | #2034 | 3.048 | 3.048 |
Ranked from 21 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?
You play as the labyrinth on the side of the minotaur
Did your team create the vast majority of the art during the 48 hours?
Yes
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?
Yes
We created the vast majority of the music during the game jam
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Comments
Tremendously impressive! Creative concept, fantastic theming, interesting mechanics, and stellar music! I'm astonished by the complexity of what you all managed to achieve in 48 hours. As somebody with far too many hours spent playing deckbuilding roguelikes, I could see myself losing plenty more playing a completed version of your game! Extremely solid job, well done!
How was this done in a 48 hour game jam? This is wildly impressive and is easily on its way to being a game ready for sale.
Only critiques are small nits like conveying some mechanics a bit more clearly like the damage system. But any nit I make is vastly overshadowed by the polish and execution present on this ambitious of an idea.
It's easy to get overambitious in a game jam and fail to execute on the idea, but I am seriously in awe of how well this is maximizing ambition and execution simultaneously. I sincerely hope y'all make this into a fully fleshed out game and continue making games.
Thanks so much for your compliment, I really appreciate it! There are definitely a lot of telegraphing/feedback things we were hoping to add but time runs thin in a 48 hour jam haha. It definitely felt ambitious for us, so I'm glad to hear you feel like the execution was on par.
(also awesome account name and profile pic)
I've seen other card games submission for this jam, but a deck building game in 48 hours? talk about ambitious! and so well executed too!
I'm a sucker for anything greek mythology related, glad you made such an interest concept with the minotaurs' maze. My only comment is that I felt a little wrong cheesing the first levels by just closing the exit :') I'm sure that with all the AI movement involved, testing and balancing must've been really interesting!
Excellent job on the jam <3 Congrats on your art style too, I really liked it.
Thanks so much, I really appreciate that! Yeah lvl 1 was designed so you couldn't lose, but there's a level 2 that we left out of the build because it was breaking. So yes, testing was interesting XD Exits are not the only way for you to lose though! If traps kill heroes, the Minotaur does not get experience from them (and obviously if heroes/traps kill the Minotaur you lose). There was a lot we needed to communicate to the player, especially unit pathing, that we weren't able to do in time.
Thanks again for playing!
I really like the concept !
It would be interesting to have an hint on the first movement of the characters so we could more easily cut or open path. Also it could be interesting to have the possibility to have incentive to have the heroes or Minotaur go in a certain direction (I had times where the heroes or Minotaur where 1 room apart with an obvious path, and they turn around in their rooms).
But overall, it’s a pretty solid game, well done !
We were hoping to at least show the first move of everything on the board, but that didn't get done in time. It would be interesting to see how it plays with some line-of-sight intelligence to units. Right now they just move forward until they hit something and then choose a random direction (unless they're adjacent to an enemy, then they'll prioritize an attack). Treasures are supposed to help with that, but those only work on heroes.
Thanks so much for playing!
The turning behavior was actually changed last minute and is now totally deterministic -- it prioritizes turning right first.
Very interesting concept! And lovely visuals for the game, I enjoyed it!
Thanks so much for playing, glad you enjoyed it!
Very cool, a lot of mechanical detail for a 48 hour jam - nice work!
Thanks so much Chris! I see your game is also greek themed! It's the sequel to our game haha
Really interesting concept, really great cohesive art style too!
Thanks so much for playing! Yeah our artist did an amazing job!
Very cool idea, the presentation of the game is very nice and the anvil sound when crafting a reward is satisfying. At some point the end turn button didn't work for me though.
I'm not surprised -- we had bugs accruing over the course of the jam and didn't end up with much time for polish. Thanks for trying it out!
Really impressive to see a card deck game like this made in a 48-hour jam. Great work!
Thanks so much for playing! It was very difficult haha. But it was a lot of fun, and I'm really proud of how far we got with it!
Loved the idea, super creative take on the deckbuilding genre, to literally be a Dungeon Master! (I was actually thinking of doing something similar to Leshy from Inscryption for this game jam haha)
I had trouble understanding the intent of the character pathing, what effect my traps had, and that the black spaces were walls (thought that the beige spaces were walls at first). I also encountered some possible bugs that didn't allow me to do any action, so I had to restart a few times.
Presentation wise, the card art was awesome! I think the game could benefit from some more signs and feedback, like when combat / trap / other events happen.
Super impressive for a weekend jam, and will stay tuned in case this game gets any further updates :)
Thanks so much for playing the game Daniel! You're right on the money with those bugs and telegraphing issues, we definitely bit off a loooot with this project haha, very systems dense. I had to delete a card from the build last minute cuz it instantly broke the game XD Yeah our artist did an amazing job with the card art, Passageway and Blockage are my favorites.
Pretty cool concept, not only are you the labyrinth, but on the minotaurs side!
I had a bit of trouble knowing exactly what to expect from the minotaur and players so I couldn't strategize too much, but had fun regardless trying my best!
One small detail is that in some levels things can get out of sight behing the cards/UI when at the bottom-most part of the labyrinth
Yes, ideally movements would have been displayed to the player, but we ran out of time.
Also, you can drag the map to reposition it using left click. We should definitely note of that in the instructions.
Thanks for playing!
Cool game, I was a bit confused on how the minotaur decides where to move, but very cool concept!
Yeah we were hoping to at least get arrows indicating current facing of the Minotaur/heroes, but you know how jams be haha. Thanks so much for playing!