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Unnamed 7DRL20's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #117 | 2.121 | 3.000 |
Aesthetics | #131 | 2.121 | 3.000 |
Roguelikeness | #132 | 2.121 | 3.000 |
Innovation | #142 | 1.414 | 2.000 |
Fun | #144 | 1.414 | 2.000 |
Overall | #147 | 1.768 | 2.500 |
Completeness | #155 | 1.414 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- The Unnamed 7DRL is a fully working game, but extremely awkward to play. As it notes on the game page, there's no win condition - you just play until you die. The core functionality exists, but there's a significant lack of polish. It's a little difficult to control, since the facing and movement share keys and are differentiated only by how long the key is held, so if you change direction there's an infuriating pause in between you pressing the button and the character switching direction. The menus are fully functional, but feel similarly awkward, with slight delays. The combination of the two makes even the very start of picking up items in the starting room a slow and finnicky expierence. The way in which buffs are aplied is likewise functional, but awkward. When damage is taken or a buff is applied, the game locks for a short interval while it displays the status over the target character. At one point I crafted a adze which stacked a bunch of defense buffs on me, and every time I got hit it would display the damage, followed three messages telling me my defense went up, each of which locked the screen for somewhere between a half-second and a second. This made the act of playing the game a very awkward experience. There was also at least one significant bug with regards to map creation, where I spawned into a fully enclosed room, with only one item of fuel for the forge, which meant that I couldn't craft a tool with which to dig out. I think this made it impossible for me to exit. I suppose it's possible that you can punch through the dark-colored walls, but after some ten punches I just restarted the game. I do like the crafting system, though it's not super novel. It's interesting collecting the various ores and seeing what effects they have. Unfortunately, there's really only one mechanic - mine and craft - so there's not much variety. With no endgame or end state, once you play around with the different combinations there's not much more to discover.
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)
Absolutely
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