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Raccoon Delver's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #30 | 3.000 | 3.000 |
Completeness | #54 | 3.000 | 3.000 |
Aesthetics | #64 | 3.000 | 3.000 |
Roguelikeness | #72 | 3.000 | 3.000 |
Scope | #88 | 2.500 | 2.500 |
Overall | #97 | 2.750 | 2.750 |
Fun | #136 | 2.000 | 2.000 |
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.
- I liked the way you allow simultaneous turns, and, conceptually, the idea of the game being both turn-based and real-time at the same time. The increasing music tempo also fits well with this idea. Unfortunately, this was also a source of major dissatisfaction for me. It quickly became tedious to make turns in the necessary time increments, and I could never get past the first 4-5 levels. The game also sometimes slightly froze, and then did two of my turns in quick succession - not sure if it was due to load, or a bug. I feel bad giving this 2 for fun, because I imagine it has to actually be fun in two players, but I can't properly test it, and have to assess it as a normal roguelike.
- Completeness: Online version of the game didn't run well for me at all, but the Windows download worked well. Occasionally, I'd move two tiles in a beat (not sure if this is a mechanic or a bug). Also, not sure if there is an ending or not. Furthest I got was 5 levels deep. Aesthetics: Looks nice, controls are intuitive, though I would've like to be able to use [wsad] in single player mode. The music going faster every level was a nice touch, as well as the enemy facing the direction they are about to move. Fun: I only played it in single player mode and the gameplay more or less boils down to run to the key and then run to the stairs. I'm not sure if filling the experience bar does anything, as the combat was not worth it. I also died several times in later levels because I got hit a couple times before I located my character, which feels kinda unfair. Innovation: Rhythm roguelites aren't new, but they are also rather uncommon. Scope: There's really not much in the game, especially as combat is rather unrewarding. Roguelikeness: Real-time gameplay makes this a roguelite.
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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