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Thine Cometh's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #1 | 4.000 | 4.000 |
Fun | #10 | 3.500 | 3.500 |
Scope | #21 | 3.000 | 3.000 |
Overall | #26 | 3.333 | 3.333 |
Innovation | #30 | 3.000 | 3.000 |
Roguelikeness | #40 | 3.500 | 3.500 |
Completeness | #54 | 3.000 | 3.000 |
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.
- Small and simple, polished, with some balance-related issues. Most notably, for a game when player can't fight back, there are too many narrow corridors. Another thing is cats (I mean, treasures) distribution, that seems random. To win the game, player needs to gather 5 treasures. Usually, I find the first cat at the second level, but sometimes the treasure is not spawn until the fourth level. With every level bigger, with more monsters, it's major balance issue. Game uses only two colors and use simple tiles, and the result is very elegant. I love that look. The only issue I have is that camera moves every player step, and that player tile changes facing every move - that's just tiring. Thine Cometh is really fun game except of balance issues that I wrote about in the first paragraph, I have only positive things to say. Thine Cometh is variation on 1-HP games, and allows player to be one (and sometimes more, if boosted by potions) step ahead of the enemies. Map generation is also pleasant, even if technically simple. Tightly placed rooms of the same size, filled with - I bet - prefabs. The thing is that it doesn't feel repetitive - and that's great achievement for a roguelike.
- Thine Cometh is a roguelike with no combat, instead you strategically avoid enemies, either by stealthily avoiding them or -- more often -- by running away. The game feels complete and refined, but I'd like to see more features to expand on the core mechanic, and to make the game more interesting over time since because there wasn't much challenge if the player is skilled at herding the enemies. The game has a very clean look an simple controls, and the two-color palette looks great and minor details in the wall tiles go a long way to improving the look. Tiles in general are effective, and easy to recognize and distinguish. You don't see a lot of roguelikes which focus on stealth and movement in lieu of combat, so it's always nice to see a game built on a concept like this. However, the lack of character progression combined with any combat complexity pushes it outside the classic definition of a roguelike for me, potentially further into the arcade spectrum.
- The RL experience distilled down to its essence. One bit graphics are spare, but functional. The UI is clear and intuitive. The difficulty is balanced and scaled well. Small in scope, but executed with a high level of polish.
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)
roguelike
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Comments
Came here from your YouTube video. Very fun game.
Good amount of content for just 1 day, maybe I'm just worse than Panda-K but I found I was having to use the potions quite a lot in later levels once 10 enemies are following me; A good difficulty in my opinion :)
Cute little game! It was a little too easy to kite around the enemies and not use potions, but trying to play as quickly as possible is really fun :)