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Everybody Spikes!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #153 | 2.858 | 3.500 |
Innovation | #178 | 2.041 | 2.500 |
Completeness | #180 | 2.041 | 2.500 |
Fun | #182 | 2.041 | 2.500 |
Scope | #195 | 1.633 | 2.000 |
Traditional Roguelikeness | #206 | 2.041 | 2.500 |
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.
- (Version 1.0 review) A very simple roguelite platformer that's intentionally unwinnable: even if you are good at avoiding the spikes, your score keeps going down and you'll eventually fail when it reaches 0. This is also what eventually removes you from the spots too deep and confined to jump out of: unlike Spelunky and the like, the algorithm here does not really care about keeping everything winnable. What it does do, however, is generate the Twitch chat atmosphere it's going for. The levels are littered with points where either the creator or testers fell before you, complete with funny death messages; after you start playing, messages of your own demise will soon start littering the level as well. Since levels change their layout every time, they appear to be tied to X, Y coordinates rather than specific spikes. There are also items and associated stats that appear to exist purely as a joke. You have "sneaker quality", "hoppability" and "ego level": none of those seem to make any real difference, but the items increasing/decreasing them at least introduce some visual variety to a platformer which already has respectable aesthetics.
- Kind of a quintessential jam game: adorable programmer art, quirky design choices, mixed polish. The core mechanic is functional. As a 7DRL, I can't say it's really a roguelike, or even a roguelite. The levels are random, but a roguelite needs another roguelike factor like inventory, environmental interactions, skill trees, etc. to qualify. I was pretty bad at this game. I couldn't figure out what any of the item pickups did after half an hour and at first I wasn't sure if I was supposed to be going up or down. Once I realized the floor is all spikes and tried to start going up, I had a really hard time progressing, and each time I fell I didn't feel motivated to try again. There didn't seem to be a reason for me to be going in any particular direction.
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
Do you consciously consider your game a roguelike/roguelite? (If not, please don't submit your game)
roguelite
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