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Emotion Harvest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #82 | 2.449 | 3.000 |
Fun | #101 | 1.633 | 2.000 |
Innovation | #104 | 1.633 | 2.000 |
Completeness | #106 | 2.041 | 2.500 |
Scope | #114 | 1.633 | 2.000 |
Roguelikeness | #118 | 1.633 | 2.000 |
Overall | #122 | 1.837 | 2.250 |
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.
An FPS game with turret enemies. I couldn't see any procedural content, and there are checkpoints which means no permadeath either. Hard to see why this was made for a roguelike jam. Floor tiles which cause damage and jumping sections are quite irritating in an FPS, and the enemies present no challenge except when they are provided in overwhelming numbers.
The game is stable but is desperately missing difficulty balance and explanation of the game world. When the level starts there's a turret shooting at the player not giving them time to figure out what they're doing. The aesthetics are okay but the player's weapon and damage from enemy fire are missing haptic feedback so I have to watch the health bar and looking for flashes of light by the enemy. Unfortunately it's not fun because the only strategy I could figure out for defeating turrets was to jump in-and-out of cover and the spikes/mines and non-walkable areas are not obvious and require a lot of trial and error. The walls should be a different colour and red (the colour for danger) kept for enemy bullets, spikes and dangerous areas. The game doesn't innovate beyond a basic FPS and the scope of the game doesn't feel like more than a tech demo at this point. Other than corridors and rooms this doesn't feel like a roguelike, but as an FPS I'd like to see the game improved upon.
Successful or Incomplete?
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