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A jam submission

Rogue3DView game page

This is my entry for the 7DRL. A 3D wannabe roguelike
Submitted by GPVoid — 2 days, 9 hours before the deadline
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Rogue3D's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#603.3333.333
Fun#783.0003.000
Completeness#1043.0003.000
Traditional Roguelikeness#1372.6672.667
Scope#1832.0002.000
Innovation#1902.0002.000

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.

  • By all rights, Rogue3D should not work. All you can do is walk, run and left-click to attack. There are exactly two monster types per each of three floors, and they all behave in the exactly same manner, with the only differences being in HP and damage, and they all make the same, laughable "blah" sound when they get hit. While the three floors are procedurally generated, it is another one of these cases where there are not enough unique pieces for it to matter: all it means is that completely empty one-room houses are placed in a slightly different configuration within a walled area, and that you can never tell which one would have the portal needed to advance. Given all of this, abandoning the game before even beating the first level would look perfectly understandable. Yet, it is on the second and especially the third floor that the game comes into its own, in spite of all of the above. While it might fool a player into thinking that it is simply classic Doom downgraded to a hack-and-slash, it is ultimately a horror game at heart, as the levels become darker, the monsters become far creepier, and the combat becomes hard enough to warrant the term. Sure, it's always the same - you move just fast enough to always stay out of monsters' range if you walk backwards, and stopping for just a second before resuming is what lets you strike before you get hit yourself. However, this sequence needs to be repeated 3 to 6 times per monster on the second and third floors, which is what makes it imperative not to take on too many at once. Thus, you slowly creep around in the darkness, trying to stay as close to the edges as possible, anxiously looking at the huge horde of monsters in the center of the map, and hoping that you'll find the portal in one of the houses on the periphery and will never have to go through the center. This also turns what would otherwise be weaknesses into strengths: monsters not making a sound when they spot you forces you to pay much more attention to your surroundings, and the complete lack of an HP indicator means that you never know just how far away from death your character really is. Maybe you have regen, maybe you don't - but you absolutely do not want to find out. Lastly, a particular visual choice on the third floor appears to have come from the developer's attempt to reuse leftover assets - but the end result is creepier than it has any right to be. A definite recommend.
  • Not quite my kind of roguelike, it's playable and has some randomness in level layout. It miss some key feature of roguelikes/roguelites. You wrote that's your first unfinished 3d 7drl ... not bad from a first timer, keep improving.

Successful or Incomplete?
1

Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yes

Do you consciously consider your game a roguelike/roguelite? (If not, please don't submit your game)
Yes

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Comments

Submitted

Nice art style, the combination of 3d pixel art and 2d pixel sprites reminds me of games like Wolfenstein 3d.