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Killing orcs with a sword's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Traditional Roguelikeness | #2 | 4.000 | 4.000 |
Fun | #6 | 3.667 | 3.667 |
Completeness | #25 | 3.667 | 3.667 |
Scope | #44 | 3.000 | 3.000 |
Innovation | #76 | 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.
- "Killing Orcs with a Sword" is deceptively simple: hack through a horde of goblins, orcs, and ogres to defeat the Orc Lord. And you always get to hack through A LOT of them before you die - and for my first ~10 tries, the death was inevitable. This simplicity is likely what makes the player go "just one more round", and trying to defeat the Orc Lord becomes rather addictive. It also takes some time to figure out the optimal (or at least a passable) tactic, which abuses the unintelligent AI (although I felt like this was intended, probably because goblins and ogres aren't known to be very smart). Simplicity manifests itself in visuals as well, although here I really would appreciate a bit more variety. Making my way through a field of grey (and occasionally red) ".#goO^" was tough on my eyes, and I to zoom in the browser page to 150% to continue. It was especially frustrating to accidentally step into an ogre's club after having cleared several mobs. I was also a bit confused by the exclamation marks, which signify dealing damage, but sometimes show up on top of the enemy that steps into the square where you just defeated someone. All in all, this is a fun way to spend an hour!
- Completeness - I encountered no bugs. I didn't win, but I'll believe the dev that it's possible Aesthetics - I loved the brutalist design here, perfect match with the theme. 3 stars though because the controls aren't great. NE and NW on numpad seem to be swapped. It would also be nice to have numpad 5 to wait/skip turn. Additionally, it would be nice to have the controls for the various actions on screen, perhaps just long the bottom of the screen if they fit. It was a bit hard to remember. Fun - not sure how much time you can get out of this, but it's quite enjoyable for the time you put in. Innovation - not particularly innovative, but it figured out how to make grinding through trash mobs very satisfying in a roguelike, which is something I haven't seen before Scope - seems appropriately sized for a 7DRL Roguelikeness - seems pretty darn like roguelike albeit more minimalist
- A well rounded game with a fun splatter mechanic. Controls are a bit hard to remember, could be useful a lateral panel. There's no log, at last some warning when you're low on hp: normally i don't have any problem with it, but in this game it's easy to be overwelm by the flow and forget you're dying. This is the first roguelike where i can feel the speed of combats.
Successful or Incomplete?
1
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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