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TigerClawRL's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #71 | 3.266 | 4.000 |
Scope | #142 | 2.449 | 3.000 |
Aesthetics | #174 | 2.449 | 3.000 |
Completeness | #180 | 2.041 | 2.500 |
Fun | #182 | 2.041 | 2.500 |
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.
- Completeness: 2 The concept is awesome, unfortunately it crashed after about 5 or 10 turns. In demo mode it played longer than that, but it eventually crashed too. Aesthetics: 2 The home screen colors need some attention. The font is cool but it is very hard to read against the orange background. Once you are in the game, it's much better. It would be nice to have controls displayed within the HUD. This may help if you decide to add more actions and features. I will the say, the way yo handle z-levels is pretty good. I like that it fades and that the cursors change direction depending on the relative position of the objects in space. Fun: 2 Unfortunately it is hard to say this is fun with the early crashes. But The concept is worthy of pursuit! Innovative: 4 I have played with momentum mechanics in other RLs but I still thinks it can be considers an innovative twist as there is a lot to explore. TigerClaw also combines momentum with the concept of z-level which I have not encountered before. It's very cool. Scope: 3 TigerClaw hits the mark of what is normally achieved within a 7drl. It even has an AI arena mode where you can watch the AI fight which is a fun way to learn how the AI works in general. It would be great to see more abilities though, there's a lot to choose from within the space fighting genre. Roguelike: 3 This game includes enough of what is generally considered a Roguelike to get a solid score. It would be much improved with some procedural generation.
- Damn this is pretty! Three axes of movement is a constant source of intrigue for roguelike creators, and this tackles the problem well. Unfortunately, I still think the issues for XYZ-movement aren't answered: I had immense trouble learning the control scheme and wrapping my head around the interface, and at no point did I feel like I fully grasped where I was, where enemies where and where I was moving. Name of the game, I supposed, or could just be me being unskilled. There was also very little happening in the game due to the (incredibly gorgeous) emptiness of space: over the course of an hour, I managed to kill precisely one enemy ship. Bonus points for making me feel like I'm the captain of a starship!
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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