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Two Button Berserker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #1 | 4.000 | 4.000 |
Aesthetics | #1 | 4.000 | 4.000 |
Innovation | #11 | 3.500 | 3.500 |
Overall | #12 | 3.500 | 3.500 |
Scope | #21 | 3.000 | 3.000 |
Completeness | #23 | 3.500 | 3.500 |
Fun | #40 | 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.
- Thanks for submitting an entry to the 7DRL competition - hopefully you had a lot of fun putting your entry together. I definitely thought it was an interesting take on a traditional RL dungeon crawler. I notice that you're still updating this entry past the competition, which is most excellent. I can't look it until I finish rating your entry version, but I'm going to try out the newer one - very curious to see what you decided to update! Thanks again for participating!
- There was a real missed opportunity here, an auto-explore option when outside of combat would have been perfect.
- Two Button Berserker is perhaps one of both the dumbest and cleverest games I've ever played. Dumb in its control scheme, which is intentionally dumbed-down to just two buttons, the use of which depends on context but where one generally equates to aggressive action and one equates to defensive. Clever in the sense that this simple system actually works reasonably well, and in so doing provides a great example of mechanics-as-roleplay in the way that it models the single-mindedness (well, double-mindedness?) of a raging berserker. It also works as something of a deconstruction of the entire Roguelike sub-genre given how simplistically it renders a lot of common elements of games which often trade on their complexity. However, the limitations of the control scheme do quite rapidly become apparent, especially where items are concerned. The option to use these is triggered contextually but the conditions for these are a little opaque. The smoke bombs and teleportation scrolls I beat the game without ever being given the option to use. The game also holds together only because it is very very easy - the game gets repetitive and the later levels I beat largely just by holding down the one button and I suspect that had the game provided a bit more of a challenge the limited control options would have been a lot more of a hindrance. Definitely an impressive experiment and worth a look, but I suspect this will not become the dominant control scheme for all Roguelikes going forward!
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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