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DeliveryRL's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #12 | 3.333 | 3.333 |
Fun | #14 | 3.333 | 3.333 |
Overall | #29 | 3.222 | 3.222 |
Completeness | #36 | 3.333 | 3.333 |
Aesthethics | #37 | 3.333 | 3.333 |
Innovation | #50 | 2.667 | 2.667 |
Roguelikeness | #52 | 3.333 | 3.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
I'm too used to and expect at this point, to wade into monsters and waste them. Not so here and it took me a while to come around to -not- laying waste to the environs and all that dwell within.
It took me longer than I'd admit to stop trying to smash through everything and actually start lobbing items to distract/confuse/slow mobs, but once I got into actually thinking about my moves I had a lot of fun with the game.
Still smashed every rat I saw, accidentally ran into numerous goblins and orcs accidentally and dying on low health. As of this review, I've got to floor 4 at most.
Nice little game, but a little bit too random and too simple. And lack of the main menu with ability to start new game after the loss is a bit irritating. While it's nice to win the game once, replay value is very low. All runs are very samey. Roguelikes where fighting monsters gives you nothing and generally should be avoided were done before and pizza temperature, while thematically interesting, but not really original as a game mechanic.
Completeness
The scoring rubric says 4/5 is "polished, balanced, practically bug-free," which your game is.
Aesthetics
It's an ASCII game with a fully realized UI. Pretty much as good as it gets for 7DRLs. Solid choices here. 4/5
Fun
Great theme, well chosen mechanics, appropriate item and enemy variety, well-tuned difficulty. I really had fun with it, over many runs. 4/5
Innovative
Nothing earth-shaking here, just appropriate application of a theme to the genre. "A neat twist on the usual mechanics." 3/5
Scope
I was about to give you a 3/5, but then I thought back to the other 7DRLs I've played, and they all have smaller scope than this one. So you get a 4/5.
Roguelikeness
Obviously a roguelike. 4/5
Successful or Incomplete?
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Comments
Neat story, well made game! I included it in my 7DRL Challenge compilation video series, if you’d like to take a look. :)
You read it out loud but then didn't press it! "Press ? for help"
I guess I should have put a mandatory controls splash screen in or something :(
2.0.1 and 1.0.6 Reduce the default font size so it should fit comfortable on a 1080p display. The previous font size was determined to be too large.
2.0.0 Has the ability to start a new game after dying. Otherwise it's the same (gameplay wise) as 1.0.5 but represents a decent amount more work to accomplish that. Definitely not within the scope of the 7DRL event.
1.0.5 Fixes a bug in my rendering library that reduces CPU usage by 50%. Should stop spinning the hell out of your fans now :(
If the game is too large for you display you can reduce the size by specifying a new font information on the command line. You can find all of the choices by listing the contents of the assets/font directory. The default is cp437_16x16.png.
On Linux you can pass the arguments to either delivery-rl or delivery-rl.sh, depending on how you run it:
And on windows you'll need to supply them on the command line:
Controls are in game, hit ? to see them.
After you die you have to quit the game (Control-Q, Alt F4) and restart. I didn't have time to implement starting over :(
Windows users should be able to run the windows.exe
Linux users should be able to either run the delivery-rl binary, or delivery-rl.sh (which adds some bundled libraries to LD_LIBRARY_PATH).
OSX users should be able to run the windows binary with wine.
I pushed a few changes today to fix a minor bug, add some help text, and slightly tweak the balance.