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Elfball's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #39 | 3.333 | 3.333 |
Traditional Roguelikeness | #41 | 3.667 | 3.667 |
Scope | #44 | 3.000 | 3.000 |
Fun | #78 | 3.000 | 3.000 |
Completeness | #104 | 3.000 | 3.000 |
Aesthetics | #110 | 3.000 | 3.000 |
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.
- * Love the idea of a squad based roguelike * Controling your ever-growing squad gets tedious after a while :( * Game could use some more scope.
- I enjoyed playing this entry quite a bit! Thanks for participating. I couldn't find a portal past level 2, but the concept was really good. I liked having abilities, even though it's tough to use some of them during combat. Taunt for example feels weird when you're not displaying combat in a traditional "party" format (aka. anime rpg party view, etc) But that's a minor thing. I loved having an auto-generated starting party and enjoyed picking up Elves along the way. Thanks for participating and hopefully you had a great time putting this entry together.
- A nice classic roguelike with a few interesting twists. I like that you are exploring a forest instead of a dungeon, it has a First Age Angband feel. The idea of balancing damage on different characters is pretty interesting, and there were a few abilities that deal with this concept, either taking or dealing damage. I feel like this concept could be expanded even further in the future, with abilities that allow you to target a specific party member, or absorb damage from a party member, or transfer health, or spread damage across the party. The player gets a fair amount of information about what is going on, and the UI is clear. It would have been nice to have descriptions of the abilities-- while most are straightforward, others were not, like Taunt and the barbarian's ability. It is very forgiving that the player has a wait key, abilities do cost a turn, and magic missiles do not need to be aimed. In fact, because there was no food clock and monsters did not appear to roam, the player can just wait until their healing spell recharges over and over between fights. I didn't feel that the spells scaled well-- while it's fine for early abilities to not be useful later, your characters do not gain new abilities. Lesser missile in particular is almost useless right from the beginning. Because there is only one portal per level, I spent quite a while sometimes trying to find it. I like the idea of cutting trees; any time you can affect the board there are interesting potential side effects, although I didn't find a use for the untargeted effect currently in the game. Definitely fulfills my requirements to be a traditional roguelike, and gets points for having a unique feel.
Successful or Incomplete?
Success (or at least I'd call it one :P)
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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