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Cardinal Ramship Pirate's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #10 | 3.667 | 3.667 |
Completeness | #25 | 3.667 | 3.667 |
Scope | #44 | 3.000 | 3.000 |
Aesthetics | #60 | 3.333 | 3.333 |
Fun | #78 | 3.000 | 3.000 |
Traditional Roguelikeness | #137 | 2.667 | 2.667 |
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 would be an interesting idea for a game that ran in real time, but I'm not sure how well it translates to a turn based system. The momentum idea is difficult to understand in a turn based simulation. Even though you have a display of how fast you are moving each turn, comparing that to enemy ships, is nearly impossible. It also did not seem like there were too many traditional roguelike elements involved in this game, it seems like a traditional arcade style game translated into a turn based simulation.
- Completeness - I encountered no bugs, everything ran fine Aesthetics - really like the look and feel. Navigating the menus for scrap and info felt kinda clunky. It would also have been nice to have some way to gauge the relative speed of ships (perhaps with the length of the blue direction indicator), since that felt like pretty crucial information but was hard to read. Fun - I enjoyed my time on this. It's not a game to sink hours into, but the time you can put in is worth it. Innovation - the burn mechanics were interesting and made a fun bump fest. Scope - a good-sized exploration of the mechanics Roguelike - it's a roguelike in my book. Turn-based, tactics, exploration. It's arguably missing a grid, but from a certain perspective, it is on a grid, just all the ships are multiple tiles ;)
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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Comments
Fun game! First time I could call a roguelike a melee bump-fest and mean it as a compliment ;)
Super visceral, love it! You really nailed the 'juice' aspect. It seemed like I needed to go really fast (like run-up from offscreen) to do big damage, or maybe I just didn't understand the combat model?
Either way this is super fun and I can easily see it expanded with more items/enemy types. Keep at it!
Neat idea that you could end up putting a lot of time into mastering, inventory management was certainly more involved than I thought it would be and I didn't make much headway but I did enjoy this entry all the same
I'm not a fan of the game pausing when you stop moving, it's too easy for me to lose track of the momentum of where your ship is going. I know a lot of roguelikes pause the game when you 're not moving but I think this game could have gone with out it. It wouldn't make it any less of a roguelike without that feature.
Still, it's a great game that is super polished and feels really complete. Good job!
keep up the good work.
Really neat “free for all jousting” adventure but with pirate robots in space. So you need to go faster than the other opponents when you charge to hurt them but you need to avoid them when you have not the advantage. Pretty fun. And the improvement using the part of the other robot is cool. And the pixel art and animations are beautiful.