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A jam submission

Build and DelveView game page

A Roguelike Deckbuilder for the 7DRL Challenge
Submitted by doctor-g — 2 days, 17 hours before the deadline
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Build and Delve's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#103.6673.667
Scope#443.0003.000
Completeness#1043.0003.000
Traditional Roguelikeness#1073.0003.000
Fun#1202.6672.667
Aesthetics#1592.6672.667

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.

  • This game has a pretty interesting concept: you're dealt 5 random cards out of your ever-growing deck, and you distribute this hand to build a dungeon and beat it. It also has some amount of content to explore (three levels of rooms, weapons, armor, and monsters). The balance between translating more cards into enough monsters to translate the rest of the cards into items is quite interesting to play with. My main issue was that once my deck gets bigger, I started finding less and less rooms that I actually wanted to tackle, and instead either spent my Focus on additional high-level cards, or just skipped the room without any actions. One could argue that assembling a deck that leads to interesting levels is a challenge of its own, but I did not feel particularly compelled by it. I think the game needs to introduce some additional mechanic or constraint that forces the player to interact with most hands they are dealt, and minimizes skipped rooms. Another weakness of the current version is that the dungeons are small and homogenous enough to not really allow for much strategizing: there are no corners to cut to escape from the enemies, no terrain or environment to utilize - you either melee your opponent, or run. I was also confused by the cost of buying cards with Focus - they had certain prices below which buying was disabled, but the actual purchase only seemed to cost half the amount. Not sure whether a bug or a feature I didn't understand.
  • Well that was clever! It took me a while to figure out how all the different cards interacted, even after reading the instructions, but I liked it! There were a few annoyances and bugs, such as picking up a weak weapon automatically unequipping the stronger one I already had equipped, and for some reason the more powerful cards only cost half the advertised amount of focus (but I still can't buy them unless I have the full amount). But I really like the idea of combining a deck builder, a dungeon builder, and a roguelike, and tying the number of treasures to the monster threat and the number of monsters to the size of the room was a good way to balance things. I do wonder, though, what would happen if you just kept playing no cards, getting a narrow, empty corridor and lots of focus, and buying new cards with that focus... did I discover an exploit?! But that would be no fun so I didn't actually try it...😉

Successful or Incomplete?
1,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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