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CYBORG 7DRL's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness | #66 | 2.858 | 3.500 |
Scope | #73 | 2.449 | 3.000 |
Innovation | #87 | 2.041 | 2.500 |
Roguelikeness | #94 | 2.449 | 3.000 |
Overall | #97 | 2.245 | 2.750 |
Fun | #101 | 1.633 | 2.000 |
Aesthetics | #106 | 2.041 | 2.500 |
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.
Ok, the idea of the game seems to be good enough, but unfortunately the game lacks in variety and amount of content. Field of view algo is bugged and inconsistent. Music is very loud at start and cannot be turned off. Autorun doesn't stop when an enemy enter field of view. It is somewhat disappointing that two ships and cyborg are the very same in terms of combat and equipment. There is nothing innovate there, at least in current state of the game. The scope is more or less ok for a 7drl. And it cannot be called true roguelike as each run is very similar to previous, everything is the same, no surprises.
One of those games that I think ended up having just a little too much ambition for the 7DRL challenge, but ended up as something interesting nonetheless.
There's a lot to like here. We've got a cool, fleshed-out setting with a lot of work put into creating a compelling backstory, though some people might find it wordy. The concept of the gameplay is cool, with the ability to fly around space in your ship, walk around inside the ship itself, disembark onto planets, moons, and space stations, and warp from one solar system to another.
I wasn't a huge fan of the aesthetic/interface of the game. The amount of stuff on the screen felt busy and confusing at times, and the font is not the best choice for readability. Some interactions, like putting on equipment, were not intuitive, with the controls being sort of scattered around and not too easily discoverable. On the plus side, clicking to move is a nice quality-of-life feature.
Combat, whether ship-to-ship or on the ground, involves clicking on the enemy to shoot them, and then waiting while they return fire - this is cool-looking, but I often found that it ended up being a lot of tedious clicking and waiting for animations to finish, and could have been a little more streamlined and involved more potential for interesting tactics, etc. It's apparent that there's a pretty elaborate combat system in place, but it wasn't used to its full potential.
I have to admit that I didn't beat the game, so there might be a chunk of content that I've missed out on; I'd usually end up flying around a mostly-empty star system with not much idea where to go, exploring a few settlements and eventually getting killed. I appreciate the exploration element, but I think it could have been good to give the player a bit more direction in the beginning.
All that said, the idea behind this game is a grand one, there's clearly been a lot of love put into it, and I think there's an awesome game somewhere in there.
Successful or Incomplete?
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