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A jam submission

RoboLikeView game page

Quazatron/Paradroid as a roguelike
Submitted by sarrowsmith — 1 day, 23 hours before the deadline
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RoboLike's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#1392.4493.000
Scope#1422.4493.000
Traditional Roguelikeness#1592.4493.000
Aesthetics#1742.4493.000
Completeness#2031.6332.000
Fun#2101.6332.000

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.

  • ## General review Some bugs, and it needs more content, but definitely a good start for a roguelike. I hope the author will develop this further ! ## Detailed review Completeness: 2 The Windows exe does not run (missing .pck file). I am able to play the web version, but it is very slow (~2-3 seconds for enemies to move). Key presses/clicks are not always registered, possibly because some enemies are still moving off-screen. Aesthetics: 3 UI is clear and intuitive. The tileset is working well for this game. There are some issues with tile borders, with sometimes a 1 pixel gap between tile, but this is a 7DRL and I am sure it can be polished with a few more days of work. Fun: 2 There is some potential here, but not too much fun yet because of the bugs and sometimes unresponsive interface. Innovation: 3 The current version does not innovate much but the design document and the devlog show several interesting ideas that could lead to a neat game. Also, not many roguelikes have been written with the Godot engine, so kudos to the author for taking up this challenge ! Scope: 3 What I expect from a 7DRL. Traditional Roguelikeness: 3 Definitely a roguelike. Perhaps implementing a fog-of-war would help carry the feeling of discovery.
  • Completeness 2 Serious crashes that made it impossible to get past the first floor. Using ranged weapons seemed to occasionally completely freeze the entire game. Aesthetics 3 The visible weapons on each robot was quite cool, and a welcome feature. Overall, no readability issues. Fun 2 There was a lot of cool stuff with the scavenging and gear collection, however there were a couple points that made the game very painful to play. Firstly, and most significantly, the animations take way too long, the characters just move way too slowly. Secondly, the damage system often resulted in any hit lowering your speed to 0, immediately immobilising you. Thirdly, the weapon switching system was pretty tedious, cycling through all your weapons with a single button. With these issues fixed, the game would be a lot more fun to play. Innovative 3 The part picking up system wasn't super innovative, as it doesn't come to much more than upgrading equipment, which is a common feature of many roguelikes. The enemy AI however was quite cool, as they seemed to mostly execute fixed instruction chains with little reaction to their environment. This is quite a bit more interesting than the standard follow and hit model that most roguelikes employ, and I'd love to see this kind of AI style expanded upon. Scope 3 Unfortunately I wasn't able to see a lot of the game due to the crashes, but it seemed like there was a reasonable amount of content. Roguelike 3 This definitely passes as a roguelike.

Successful or Incomplete?
Success (but very buggy)

Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yes (2021-03-06 13:00GMT 2021-03-13 1300GMT)

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

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