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Rogue's Delight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness | #19 | 3.667 | 3.667 |
Scope | #19 | 3.333 | 3.333 |
Innovation | #22 | 3.333 | 3.333 |
Overall | #33 | 3.333 | 3.333 |
Fun | #40 | 3.000 | 3.000 |
Aesthetics | #56 | 3.333 | 3.333 |
Roguelikeness | #68 | 3.333 | 3.333 |
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.
- A really solid jam entry. I found the real-time aspect of it a bit tedious to adapt to, but fully expect that some people will find this game _extremely_ entertaining. Some score summary below: * There is a little bug with beetles' and perhaps other shots getting stuck on the boundary of the screen and the frame when you move, but nothing serious enough not to give 4 for completeness * The real-time is done smoothly, and all of the time-stopping stuff looks great - 4 for aesthetics! * I personally prefer completely turn-based gameplay, so I didn't have as much fun here as someone else might - only 3 for fun * Innovation-wise, there are a lot of great mechanics (identification of potions/rods, them having an after-use effect, cool swings), but I did not think they were novel enough for a 4 * The gameplay was too different from a roguelike for me to award a 4 in that category
- Seems reasonably complete and bug-free. Fitting Ascii-style graphics. Controls don't take long to learn, but are a bit fiddly and require moving your hand around the keyboard a fair bit. Unfreezing time also deselects your current item - meaning a frequent annoying re-selection of action. Gameplay is interesting and has some pretty fun moments despite these annoyances. There's a good variety of different enemies and items which all have different behaviours and effects. Different enemies have attack patterns to figure out, which makes combat interesting although as beating enemies doesn't seem to get you anything the optimal strategy is usually to just run past most of the tougher ones. The permanent upgrades that items provide when used is also a novel feature that I haven't seen before which provides an extra layer of strategy to item use decisions and is a good way of encouraging you not to hoard consumables.
- It isn't obvious from the UI itself that using items will raise your stats. I got fast enough that my swings could send me out-of-bounds, and I somehow made it past floor 10.
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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