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Space Marines's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness | #1 | 4.000 | 4.000 |
Roguelikeness | #1 | 4.000 | 4.000 |
Fun | #10 | 3.500 | 3.500 |
Innovation | #11 | 3.500 | 3.500 |
Overall | #12 | 3.500 | 3.500 |
Scope | #21 | 3.000 | 3.000 |
Aesthetics | #64 | 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.
- Very nice take on mechanics which I knew previously from Space Hulk board game. The game sticks to its atmosphere and tension, but the effect is a bit weakened by slow pace — moving around with 4 characters on big levels is tiresome. Maybe smaller levels or some kind of automated “follow” mode would help here. The UI impressed me with style and clarity. I think I was close to finishing it (many, many eggs around on last level), but I ran out of ammo which wasn't fun. Maybe there should be no limited ammo in the game (it made the gameplay too much dependent on luck for me).
- The squad-based tactics and alien-infested spaceship setting make Space Marines a unique roguelike experience. The art and style are effective. The controls are very manageable but switching between squad members did not feel as fluid as you'd like. The game remains a true roguelike while incorporating squad-based mechanics not often seen in the genre. The core "overwatch" mechanic was very effective at its goal of making the squad-based mechanics more user-friendly, but movement still felt tedious. I'd love to see this concept explored more in the genre!
- Wow, I really enjoyed this one. The core 'overwatch' mechanic works well -- it's a nice distillation of an X-Com-like tactics game, stripping away all of the unnecessary bits. Scope is tightly focused, but it's in service of the design rather than a shortcoming. Despite the simple visuals, there is a real sense of atmosphere and danger. The use of the static-filled screen when the squad members died (individually and at 'game over (man)') really contributed to that. I do wish there were some UI quality of life improvements, though -- for example I found myself wishing for a way to group the party to move them all together. (Probably as a "snake-like" linked entity?) Also found the text log at the top left kind of useless, but stylistically it does give the whole thing a bit of a text adventure feel. All in all, this was a very tight, well-designed, and truly fun experience. Highly recommend.
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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