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Cat Colony's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #117 | 2.121 | 3.000 |
Completeness | #122 | 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 | #144 | 1.886 | 2.667 |
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.
- A twin-stick shooter (or, I suppose, WASD + arrows shooter, which is less catchy) very loosely in the mould of something like The Binding of Isaac. It doesn't do anything new - each level is a linear series of rooms, with wandering enemies to shoot and junk to collect for money - but it does it solidly enough. I find that 7DRLs can often be buggy but this one mostly avoids that. There are some opportunities for bugs (e.g. enemies colliding) which resolve smoothly, which was nice to see. On the other hand, there is one major bug - you can exit the play area at any of the bridges between rooms, and just wander around the black space surrounding the level. This is relatively excusable though, because it doesn't really impact gameplay. There's no benefit to exiting the play area like that, since everything you need to do is inside the rooms. I have three main suggestions for improving this game. One is control: a game which has you shooting almost continuously shouldn't make you press the key for every single shot. Holding to keep shooting is a very basic and elementary feature for a 2D shooter. Secondly , the game would really benefit from more variety. There's one enemy type and one trap type, and they both appear multiple times in every single room. Aside from getting more health and moving faster, they never change - their behaviour is always the same, and there are no other types to be found. That makes the game become very repetitive very quickly. Finally, I think the game would benefit a lot from a defined end point. As far as I can tell, there's no actual end. I suspect it's a score challenge where you just see how well you can do in an infinite dungeon. The fact that you can spend gold between runs to make yourself move faster, shoot harder, etc is a nice touch and adds a bit more interest to this, but there's a limit to how interesting an infinite grind can be, especially when you've seen all of the content after the first room. I think having an end point would improve the incentive to actually keep playing the game, and there's no reason that couldn't be combined with the score challenge aspect as well. All in all, it's not a bad effort. It does what it seems to be aiming for, and mostly plays fine. I can't really recommend playing it though, thanks to the lack of variety in the content. There's something to be said for focusing on doing one thing adequately (I've played many 7DRLs which tried to spread themselves too thin) but the fact is that after 30 seconds you've already seen everything the game has to offer. I don't think there's enough there to make a point of checking it out, but it's a decent effort for 7 days. Keep it up.
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)
roguelite
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