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Bandit City's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness | #1 | 4.000 | 4.000 |
Scope | #15 | 3.333 | 3.333 |
Aesthetics | #17 | 3.667 | 3.667 |
Innovation | #39 | 3.333 | 3.333 |
Fun | #78 | 3.000 | 3.000 |
Traditional Roguelikeness | #168 | 2.333 | 2.333 |
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.
- The concept and presentation of this game are really good. I have some nitpicks, but overall this is a really nice 7DRL. It really does make you balance different life priorities and rewards you for trying different things. The pixel art is adorable, a cut above typical 7DRL graphics. And it comes with a tutorial! Amazing! Nitpicks: - It took me a long time to figure out how to spawn more raccoons - I never figured out what the "???" was at the top of the pyramid - I found myself either starving or not worrying about food at all, depending on the initial raccoons present. The reward curves felt very weird.
- Completeness 4 Very feature complete, with some extras. No bugs that I noticed. I especially appreciated the custom game option to tweak the characteristics of the world. Aesthetics 3 The art overall was good, and even included animations on the main character. The music also fit the game very well. Fun 3 Playing through the different lives was fun, and there was plenty of variation between them. It seemed like there was quite a range of viable strategies, which was good. Sometimes however I'd spawn in, and pretty much already be set with plenty of friends giving me tons of food, which would then result in me spam repeat dumpster diving until I die. Some kind of random event system would have been cool to spice things up a little. Innovative 3 The inclusion of the pyramid of needs was really interesting, and not something that I've seen a great deal of before. It didn't seem like it was that super integrated though, I never really figured out what having each level activated did. Scope 3 A reasonable number of features, and fairly complex systems. Roguelike 2 Unfortunately I can not in good faith call this a roguelike. Apart from perma death, it lacks pretty much every convention. As a simulation/management game though it works quite well.
- ## General review Great job on this game, it is very polished and fun. It has some interesting mechanics and I like the deeper scope: meaning of life (as a racoon, but not only). On the downside, my only issue is that I have a hard time classifying this as roguelike. It's more of a simulation game, but if you like that genre, definitely try it out ! ## Detailed review Completeness: 4 This game is very polished. Everything works as expected, I did not encounter any bug. The game has a clear start and end, and even a skippable tutorial. Aesthetics: 4 Cute graphics, music, an intuitive user interface. Great job. Fun: 3 I enjoyed playing it a few times, but not sure I would recommend it to people who are looking for a roguelike (see below). But it's still a fun simulation game ! Innovation: 4 Great concept, and the devlog explaining the rationale behind this game is very interesting. I like how the focus is on the "journey" rather than the "destination". Your life as a racoon in Bandit City will end at some point, and what matter is what you did with it. It's rather deep for a video game, in a good way ! Scope: 4 I'll give a high score here because the game is really polished. Lots of features, a nice UI. It reminds me of many games released on Flash portals like Newgrounds or Kongregate, and is definitely comparable in number of features. Traditional Roguelikeness: 2 Disclaimer: For me, a roguelike game must "feel" like Rogue. It does not have to be a procedural dungeon crawling with perma-death, but I need to feel the sense of exploring the unknown, the chess-like thinking to get out of tough situations, and the relief when you succeed. In Bandit City, there is no exploration, you are always in the same place, although the seasons/weather change. In my playthroughs, I never experienced a situation in which I had to make difficult choices. There is no clear success goal, because that is not the scope of the game. It's a fun game, and I like it, but not a roguelike.
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)
Yes
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