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Anima Mea v0.1.2's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #55 | 3.266 | 4.000 |
Fun | #67 | 2.449 | 3.000 |
Innovation | #75 | 2.449 | 3.000 |
Scope | #91 | 2.041 | 2.500 |
Overall | #92 | 2.313 | 2.833 |
Aesthetics | #106 | 2.041 | 2.500 |
Completeness | #120 | 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.
Since there isn't a legit way to recover health you have to build a character that can one shot everything to progress in the game. I sometimes have a hard time seeing my white character on the bright yellow floors. The best part of the game is the equipment abilities, but the difference between having and not having equipment is too drastic for you to start without anything on you.
A by-the-numbers RL game with a couple of interesting ideas poking out. The map, enemies and combat are straight out of a tutorial, without even a color change. Player stats are represented as a matrix and progression is handled by loot drops of enemy stat matrices which are then added to the player's own. In a twist, the enemy matrices can be rotated before being added, so the player can choose to boost certain stats at the cost of decreasing others. The mechanic is fascinating, allowing big swings of stats instead of the normal slow incremental increase, but it's hard to gauge any significant impact of this change on gameplay.
The standout of the game is a well executed inventory slot system, corresponding to the player stats matrix, where each item has a unique buff or action. The UI for the items effectively communicates what they are, how to use them, and when they're available. Item drops are frequent enough to allow for genuinely different strategies in different playthroughs and add a little depth to an otherwise rudimentary game.
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