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Potion Curse's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #1 | 4.000 | 4.000 |
Roguelikeness | #1 | 4.000 | 4.000 |
Fun | #1 | 4.000 | 4.000 |
Overall | #9 | 3.583 | 3.583 |
Scope | #21 | 3.000 | 3.000 |
Completeness | #23 | 3.500 | 3.500 |
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.
- Excellent game. Combining hunger clock and potion id together yields a fun frantic experience. Very well done!
- I liked "Potion Curse", it was fun to explore the potion effects. The game was bug-free from what I could tell. Things I liked: -Potion discovery mechanic -Balancing: the potions, hunger clock, and monsters provide for an interesting experience, and it doesn't feel like I am looking for some specific imbalanced item to do well -To expand upon balancing, timing the level-up to heal was a core challenge -Frantic search for a cleanse when I'm dying in 100 turns It's cool that you folks drew the sprites and tiles, although I had a bit of trouble parsing some of them. Probably too used to ASCII chars :) Some critical feedback: -Sometimes the game became unresponsive for a second or two - it would ignore my commands -A bit confusing that you can die, and then your opponent might die of burning, letting you level up, showing that you have full health - although you're dead -The slowing and freezing effects were a bit confusing - I had to play a couple times to realize that opponents had extra turns on me during these effects -I almost never found invincibility useful - its effect is too short to really matter. Perhaps it's useful at the last floor I never reached?
- Taking one of the mechanics from Brogue - the throw or drink potions dilemma - might be a risk, but here it’s isolated and amplified to excellent effect. I found this to be a taut and somewhat hilarious game to play as I stumbled my way downwards quaffing like mad... I loved the notion of the PC having an unquenchable thirst and so being constantly forced to drink potions, and this fits perfectly into the gameplay, forcing you to make constant decisions based on risk/reward. I really enjoyed the feeling of making decisions based on the glimpses of what i’d seen before, and I think the ‘clues’ you get into a potion’s nature as you move through play into this dynamic really well. Visually too, I thought the animations were charming and achieved a lot with very little. The simplicity with which stats were displayed and damage communicated clearly and helpfully. The lack of sound might have been a strike, except the Brogue-like nature of this means it’s excused from such parameters. I found this immersive, intelligent and rich, and would happily play this for a long time.
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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