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Chicken Scratch's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #16 | 3.667 | 3.667 |
Completeness | #19 | 3.667 | 3.667 |
Innovation | #30 | 3.000 | 3.000 |
Fun | #40 | 3.000 | 3.000 |
Overall | #45 | 3.167 | 3.167 |
Roguelikeness | #72 | 3.000 | 3.000 |
Scope | #81 | 2.667 | 2.667 |
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.
- Great little puzzle/tactics game! I like the theming and the pixel art. While it was neat to figure out things by playing with it, I did miss a little bit of tutorial or description because some of the effects/items were obscure.
- Interesting game, but I found it hard to comprehend. I assume that not revealing the rules was intentional, and the players are meant to figure out the mechanics by trial, but I tried for some time and failed. In spite of a very small board, the game still manages to feel like a roguelike - kudos on that! It also felt complete enough, even though I never got to triple digit score and might have missed more features. I will give a 3 for aesthetics under the assumption that perhaps some icons could be clearer to help figure out the mechanics. And giving 2 for fun because at some point it became frustrating when I could not notice new patterns :(
- A nice puzzle game, with limited scope and a somewhat confusing symbology scheme. The art is charming, looks nice, and is extremely readable. However, it has no explanation for what any of the items do, so I had to puzzle it out, and I'm not 100% sure what the pear or bread items do even after half an hour of playing. Also, you can get in a stuck state, but the game doesn't detect that and end automatically, you have to cash out. So the core gameplay works well but there's some polish missing - a tutorial or instruction screen, maybe, with automatic game overs. It's fun initially, but there's no significant changes to the mechanics after a certain point, so it becomes a tightly deliniated score attack game. I struggled to identify what parts of the design language it shares traditional roguelikes, so the closest comparison that comes to mind is a sort of turn-based Item Snake. I don't think that's an entirely new idea, but it's pretty cool. The strongest suggestion I would have is to explain, either in game via a start screen or in the instructions, what exactly each item does.
Successful or Incomplete?
Success
Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
yes
Is your game a roguelike or a roguelite? (If not, please don't submit your game)
yes
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Comments
I liked the mono style of graphics - they work very well :)
Cool game! My best so far is 51.