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Nemesis on the High Seas's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #21 | 3.000 | 3.000 |
Aesthetics | #22 | 3.500 | 3.500 |
Roguelikeness | #40 | 3.500 | 3.500 |
Completeness | #54 | 3.000 | 3.000 |
Overall | #73 | 3.000 | 3.000 |
Fun | #80 | 2.500 | 2.500 |
Innovation | #88 | 2.500 | 2.500 |
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.
- The roguelike game about pirates, treasure and cannon fight? Hell, Yeah! Well. It would be Hell, Yeah, if the game had more :) While the game wors fine and doesn't crash, there is a bug where final fight might not start and the game become unwinnable. Controls are more or less fine, but repair and purchase could have repar all and purchase max buttons. With 50+ hp it's somewhat tedious to repair. The game is way too simple and unbalanced to be fun. Pirates and ships is far from being unexplored theme in roguelike genre. Can't say that it is solid 7drl entry content-wise, but there is definitely more than 'nothing'. The game has a potential to be a true roguelike, but in it's current state it is not.
- "Nemesis on the High Seas" is a good relatively quick and easy game. I enjoyed finishing it with both factions, even if the difference is marginal. That said, I felt like it has some unrealized potential, and also it's a bit too easy right now. The tutorial and stats do a good job of explaining most of the stuff. The only unanswered question for me was the distance of ship cannons. Regarding unrealized potential: in the beginning, I had this impression that there is a lot of depth in the game - pirate stories, factions, legendary ghost ship, what not. But after several minutes, after accidentally triggering Nemesis, I realized that I had seen everything the game had to offer already. It would be lovely to have more stuff in it. Also I'd suggest that getting to fight Nemesis should be a bit harder. Which brings me to ... Difficulty! I don't know whether there was any penalty to digging on the same spot repeatedly, but once I found a digging spot I'd just keep digging there until I got my fill of coins, and then went for upgrades at the traders' outpost. I ended up never burying coins either. I think there needs to be a mechanic that discourages such play, otherwise the game is essentially a bit of repetitive grinding followed by the final showdown.
Successful or Incomplete?
Success
Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yep!
Is your game a roguelike or a roguelite? (If not, please don't submit your game)
Arguably!
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