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A jam submission

Galen's Enchanted EmporiumView game page

Demon, corrupt the souls of dungeon-faring adventurers. Enchant your potions to stack the odds in your favor
Submitted by TailCraft (@TailCraft) — 18 hours, 19 minutes before the deadline
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Galen's Enchanted Emporium's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#163.6673.667
Innovation#223.3333.333
Fun#732.6672.667
Scope#812.6672.667
Overall#882.8332.833
Completeness#1212.3332.333
Roguelikeness#1282.3332.333

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.

  • I'm really hoping this feedback isn't taken as "discouragement". I do acknowledge and appreciate the level of effort that likely went into this entry, and so I do suggest you keep going with this to build on it. - I was left very confused with potion creation. The "request" of the avatar was never available in my list of possible enchantments. aka. "I want health", and then there's only poison, fire and lightning. That type of thing would consistently happen to me. - Couldn't ever make it out of the first room. I'd dodge the dudes and flame turrets, but get up to the door and that would be it. It would never open for me. I ran around to see if I was missing a key or anything, but I didn't spot anything obvious - No matter which avatar I was making potions for, I'd have the same looking one to control when running around. Am I supposed to pick one of the avatars somehow? Are they NPC's and I'm not controlling them at all? - I'm really hoping these are all "easy" issues to fix. A few lines of text on each screen, for example. I definitely want to encourage rather then discourage!
  • This is a brilliant concept. The game takes place over two phases. First, you are preparing potions for the unwitting adventurers, giving them a bit of what they want (e.g. increased poison resistance) and as much "corruption" (negative effects) as you can squeeze in. In the next phase, you are in the dungeon facing off with them; they are trying to kill you, and you are just trying to evade them and lead them into environmental hazards and traps , with the hopes that the corruptions you gave them will speed their demise. It is truly a great concept, and executed with some style, though it is quite rough around the edges. I enjoy the low poly 3D-ness of it all, but the enemy adventures are basically impossible to distinguish once the battle mode begins. It would be nice if there were some sort of indicator as to what each enemy's bonuses/corruptions were, so you could lead them into the appropriate hazards. The potion phase itself is pretty rough too; there are hints of a puzzle game aspect here but it's not developed at all. I often found myself will all positive effects, and didn't know what to do. Also, it wasn't clear whether that would keep going on forever; eventually I would just hit "enter dungeon" because I got bored. I'd recommend doing that level by level, so if on the next level there would be 5 enemies, you would just present them with the potions and the level would begin. Would be also cool if you knew which hazards would be present on the next level to corrupt accordingly. I certainly recommend Galen's Enchanted Emporium. It was fun, original, and visually a nice change of pace from grids and pixel art. Really hope to see it developed further. Nice work!
  • - Difficult to tell what's going on in the potion selling phase. Enemies sometimes freeze during action phase. - Cute models and a great color palette. - Very interesting concept, but execution is unbalanced. It's difficult to tell what enemies are using what potions, but they seem to die easily regardless. - Very little procgen.

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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Comments

Jam JudgeSubmitted(+1)

Really enjoyed this! Would be great if there were some way to see the effects (bonuses & 'corruptions') on the enemies during the dungeon phase, so I could lead them to the appropriate hazards. Would help tie the two phases together. Great work, though -- really fun and original!

Submitted(+2)

Impressive art! Very polished-looking.