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Dungeon Crasher's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #21 | 3.000 | 3.000 |
Aesthetics | #64 | 3.000 | 3.000 |
Roguelikeness | #72 | 3.000 | 3.000 |
Fun | #80 | 2.500 | 2.500 |
Completeness | #106 | 2.500 | 2.500 |
Overall | #107 | 2.667 | 2.667 |
Innovation | #129 | 2.000 | 2.000 |
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.
- Uh. Oh. While the game technically works, the core mechanics is so bugged, that I cannot call it even somewhat complete. Controls are horrible. Collision detection is horrible. While there are technically several weapons, the bow is so superior that there is no sense to use anything else. There is no indication that the character took some damage. Dungeon generator can generate door that lead nowhere. There is no map, the character moves very slowly. I'm not against action-roguelites, but this game is not fun to me in any way. There is nothing new or interesting. As for scope... There are some enemies, some weapons... Probably more or less ok for a 7drl, but I wish the core combat mechanics was better instead of having more monsters and weapons. It is definitely not true roguelike, being all arcadey and simple, but probably barely, but fits roguelite category.
- DUNGEON CRASHER: Basic actiony rogue-lite somewhat in the spirit of 00's flash games. Ambitious in scope and fairly complete as-is, though there's no ending at present. A solid base of gameplay that could have benefited from some control and quality of life tweaks. Completeness: The game is playable, but there's no endgame at present. There's some definite balance issues (often, one spawns into a room with enemies which are virtually impossible to dodge by their proximity.) There are a couple of other non-fatal issues surrounding endgame and new game. Aesthetics: The visuals in the game are serviceable but basic. Having to click a mouse which does not at the same time point one's attack runs against the intuition built up by years of Flash and web games, however, and creates a mini-skill challenge when trying to "kite" enemies that, while somewhat engaging, doesn't feel intentional. Fun: This wasn't really my thing, but the effort is clearly there for a 7DRL and it's engaging in places. Backtracking through the dungeon is the only part that's definitely not fun, though. Some way to move faster through previously explored areas would have been nice, or even a generator and room design more focused on the encounters with a smaller overall space of floor. Innovation: This is a basic hack and slash action game with some procedural generation and a couple of weapon abilities. It's not terribly innovative, though. Scope: This is about as expected for a 7DRL. Roguelikeness: This is a two out of three (or 3 / 5 to use the new itch.io scheme.) Clearly procedurally generated, but doesn't really have a lot of other roguelike stuff going. There's some tactical engagement.
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)
Roguelike
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