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Runestar: Origins's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #73 | 2.449 | 3.000 |
Overall | #76 | 2.381 | 2.917 |
Roguelikeness | #78 | 2.858 | 3.500 |
Completeness | #79 | 2.449 | 3.000 |
Aesthetics | #82 | 2.449 | 3.000 |
Fun | #83 | 2.041 | 2.500 |
Innovation | #87 | 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.
Initially it seems like a very basic roguelike, but the skills give an unexpected level of depth to the gameplay. With further fleshing out of items I imagine this would be even better. The interface is very nice, instructions clear, dungeon floors with more than just loot on the floor. I assume that chests only don't work because there's limited loot currently. Would definitely like to play a post-7DRL version of this game.
UI looks great in this one, with a nice layout, good colors, and a wonderful font (although there should be a tiny bit more space between words so sentences don't look like almost one word). The ability system is interesting, gaining a new random one on each new floor, although it seems like you can just wait forever in between combat to recover all the different resource points, cheapening their meaningfulness. At first I couldn't figure out how to use inventory items, other than dropping gold into alembic's for healing, though on a second playthrough when observing more closely I realized the persistent effects of inventory items which have them are applied automatically, for example when the axe is picked up. This needs to be made more obvious! (For example by adding some info to the log, like "Hero picks up the Axe (Weapon Damage +1)") When using the cursor to read ability descriptions, the browser also popups up with another shorter window with the same description, which is rather annoying and unnecessary. Anyway, there's definitely a solid foundation for more content here!
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