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Incendian Falls's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #13 | 3.333 | 3.333 |
Scope | #26 | 3.000 | 3.000 |
Completeness | #27 | 3.333 | 3.333 |
Aesthetics | #30 | 3.333 | 3.333 |
Roguelikeness | #39 | 3.333 | 3.333 |
Overall | #57 | 3.111 | 3.111 |
Fun | #75 | 2.333 | 2.333 |
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.
A cool entry with some awesome ideas and beautiful visuals. Some miscellaneous thoughts:
The outdoor levels are absolutely gorgeous, with the beautifully tessellated tiles and the water/lava flows.
The irregularly shaped tiles and different elevations, combined with click-to-move and a scrolling screen, sometimes made it hard to click where I wanted and hard to predict what path I'd end up taking. It would be amazing if you could see some sort of highlight on the ground indicating what path you're about to lock in.
I love the concept of "real time travel" here (going back in time and coexisting with your past self) and it's awesome that it's implemented in a way that allows for some strategizing. Teaming up with your time clones is an amazing idea. That said, I found it hard to use it to good effect; a lot of that is down to my lack of creativity, but I think with some more refinement the time travel could really shine.
I felt that balance was a little bit all over the place: my runs were usually characterized by long stretches of easy combat followed by getting cornered by strong enemies and killed. It eventually became a little frustrating to replay the first level over and over, only to usually die quickly in the second one. Because of this, I only managed to get somewhat far into the game a couple of times (into the first square-tiled cave level), so it's likely that I've missed a good bit of what the game has to offer.
Nice visuals, interesting at first idea, but... Having to restart app after each death is a major turn off in my opinion. Deaths are happening often! No way to turn off music. Movement is controlled with mouse only. That's ok. But then you have your left hand on the keyboard, you right hand on the mouse and ... you cannot scroll the view! It is done with cursor keys. It's nice that there is automovement, but without preview of the path it is more of a dangerous feature than useful. And then comes literally "killer feature" - practically unkillable monsters in a dungeon, which can block your path to the exit and there is nothing you can do about it. Time travel looks interesting in theory, but in practice, the way it is implemented, powerful monster almost always end up chasing you, not your past self, so it is hardly can be used to shake off the pursuit. Slopes level generator is very interesting and look cool. Non-square levels are a bit confusing, but you can get used to it quite fast. It's way too straightforward and simple in terms of character development to be called a true roguelike.
Really impressive effort here. The time travel mechanic was inspired - but I fear that I didn't have a great grasp on how to get the most out of it. I was also really impressed on your use of geography - firstly, the three dimensional irregular pentagon grid, and second, the backtracking through previously inaccessible parts of the same level.
The small space for improvement was that I struggled a bit with knowing what was going on with damage and pickups.
I managed to get to Cave 2 a couple of times, but not past there in ~1h. It was genuinely tough - but that's to be expected for the genre.
Successful or Incomplete?
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Comments
Well done on finishing. If you're interested, I put a playthrough of my attempts up on YouTube
Can`t locate the exe file...
Alas, it's only for macs. I might upload windows or linux versions on monday or tuesday. I'll post here if i do!
Just added the .exe for Windows!