Play 7DRL
PICO-@'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #55 | 3.266 | 4.000 |
Aesthetics | #69 | 2.858 | 3.500 |
Completeness | #79 | 2.449 | 3.000 |
Scope | #91 | 2.041 | 2.500 |
Overall | #92 | 2.313 | 2.833 |
Fun | #101 | 1.633 | 2.000 |
Innovation | #104 | 1.633 | 2.000 |
Ranked from 2 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.
Well done. The game feels complete but is missing much needed balance. The aesthetics are good and controls are intuitive but bare-bones. Unfortunately I didn't find it fun because the player isn't centered in the screen so you cannot see what's in a room when moving upwards and you cannot outrun enemies to get back to an energy ball so the game is hard with being challenging.
I was hoping the radiation mechanic was going to be innovative but its really a long time actively avoiding energy balls before anything happens and touching an energy ball immediately restores you to full health and sight.
The game's scope feels more like a tech demo at the time of writing but at least its on its way to being a roguelike.
As the name suggests, Pico-@ is a roguelike made in Pico-8. Games on that platform tend to be a bit simpler but with a charming retro aesthetic, and Pico-@ is no exception.
I liked how it was able to pull off traditional Rogue level generation (albeit with short, straight halls). Movement was properly turn-based, with all actors taking a turn with every input of the player, and we have traditional room-to-room FOV. There's essentially only one item to recover, little blue energy balls, and this replaced the RPG advancement mechanics. This makes fighting largely optional.
I was a little flummoxed by how I was taking and doing 0 damage a lot, but eventually wrapped my head around what was going on. I like how the radiation mechanic discouraged backtracking for more energy balls. But the levels get really sprawling as you get further in and I was just trekking through a lot of empty rooms trying to find the one with the exit.
Overall though, Pico-@ was a pretty nice and well-scoped project that definitely had a proper game presentation about it.
- Completeness - 4 (Very complete, even has an animated victory screen!)
- Aesthetics - 4 (As good a UI as I could expect from a Pico-8 Roguelike, bolstered a bit by the nice intro and win screens.)
- Fun - 2 (Combat felt more like an obstacle slugging match, I ended up avoiding it when I could. The rooms got really monotonous the further I got in, I felt like I just wanted it to end. These mar what would otherwise be a pretty good experience.)
- Innovative - 2 (As vanilla as a roguelike gets, but the radiation mechanic added a little something.)
- Scope - 3 (Very much in line with 7DRL expectations, possibly a 3.5 with that win screen!)
- Roguelike - 4 (Very, very roguelike. Somewhat taking a Pico-8 allowance in mind: of course it doesn't have the sophistication. But it's still a few features short of being perfectly roguelike.)
Successful or Incomplete?
Leave a comment
Log in with itch.io to leave a comment.
Comments
No one has posted a comment yet