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7even Day R@guelike (2019)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #78 | 2.858 | 3.500 |
Completeness | #79 | 2.449 | 3.000 |
Aesthetics | #82 | 2.449 | 3.000 |
Fun | #101 | 1.633 | 2.000 |
Innovation | #104 | 1.633 | 2.000 |
Overall | #110 | 2.109 | 2.583 |
Scope | #114 | 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.
"Your scientists were so preoccupied with whether or not they could, they didn’t stop to think if they should". I don't know what kind of vile machinations are involved in making a roguelike in RPGMaker, though I'm confident that the world will be better off if they are never repeated. Not that much of the implementation approach is visible in the end result in more than the menu design and the sliding movement, but my impression is that it took work just to make RPGMaker not act like RPGMaker here, and that it would take much more work in the future to build anything more complex on top of it.
The game itself is workable, and certainly has all the basics covered. There are a few glitches (fog of war takes a moment to kick in at the beginning of each level, letting you see everything it contains; sometimes the stairs don't quite seem to work if you enter them right after picking up an item) and somewhat inconsistent-feeling game rules that may or may not be intentional (you can normally run away from a monster from an empty tile or stairs, but get hit if you move onto an item), but overall, the game fully makes sense and acts and feels like a roguelike should.
However, the extreme level of difficulty makes it impossible to determine the game's full scope. I could see on the few turns that I ever survived beyond level 2 that the game comes up with new potion types, as well as a new monster type, but what I couldn't ever manage was to ever defeat or evade even one of those new monsters.
Overall: Yep, this is the sort of game that 7DRL is meant for. I'm glad that this experiment was performed. That the end result was "let's not do that" wasn't entirely unexpected, but hey, in the end someone did have to try in order for us to be sure.
Using RPG Maker MV to make a Roguelike with turn-based combat and random generation is quite interesting! And this game definitely proves the concept. The controls and movement felt fluid.
I did manage to win after a few tries, but I felt it was more luck than anything. The monsters were quite tough in the beginning, even with a sword. There were several instances where I would spawn in a room with 3 spiders and that would be it. I would have liked a wait action, since for me a lot of the strategy was waiting for the monsters to come to me, instead I had to bump into walls.
I like the simplicity, and it definitely felt like a Roguelike! This is a cool little example of a Roguelike in RPG Maker.
Successful or Incomplete?
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