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Schrödinger Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #10 | 3.667 | 3.667 |
Fun | #30 | 3.333 | 3.333 |
Scope | #44 | 3.000 | 3.000 |
Aesthetics | #60 | 3.333 | 3.333 |
Completeness | #68 | 3.333 | 3.333 |
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.
- Completeness: I played the post-bugfix game. All gameplay features appeared to work fine. I think the Fullscreen button on the web version wasn't working, though. Aesthetics: Graphics looked good, but in the 64-squares mode it was too small to really see what was going on. Fun: It's not a long game, but the ten or twenty minutes it gives you are really cool! I was inspired by the screenshot to go for a perfect run, which I otherwise didn't think was possible, and had a good time with it. Innovation: The forking is a mechanic I've never seen before, and is really cool. Scope: It's very, very short - there's only one level - but the core conceit seems like a lot of work. Traditional Roguelikeness: It doesn't have any random generation or distinctly roguelike qualities, being closer to a first level of a cool puzzle game than anything else. On the other hand it doesn't do anything that makes it un-rougelike-y, so a 3. If there was a level generator slapped onto it I'd put it at 4.
- First thing that needs to be said is that the premise is very unique - I'm sure each of us has had an idea of a quantum game mechanic, but I've never seen it actually implemented. The way it works in this game, with the screen always splitting into four, feels like a cool homage to the quadrupling procedural dungeon generation. I really liked the graphics - the tiles look pleasant both up close and from afar (when the world multiplies to the full extent). Nice, meaningful animations as well. On the other hand, the game (at least its 7drl version) has a strong puzzly feel - the map is preset, and the only variety comes from the random chest effects. Generating random maps with interesting quantum decisions might be challenging, but certainly a large avenue for exploration.
- This game had a bit of a problem in its initial 7drl version but this was fixed by developer pretty quickly. I didn't notice anything else problematic. Controls and graphics are responsive and representative, respectively. This is not an idea that's *never* been done before but was interesting for sure! It wasn't the most fun game ever for me personally, but I can see why some would find it engaging. While there are some resource management and tactics, procedural generation and randomness seem to have little to no effect on the steps a player takes, which is why it's rated so low on traditional roguelikeness: It's effectively the same situation every time, despite the puzzley tactics. If the developer can build a generator even for dungeons of this size, where this mechanic has room to shine, that will be very interesting indeed!
Successful or Incomplete?
1, Success. Playable and winnable although missing some important parts
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
Hi, this is a really cool concept for a game! I uncovered a game breaking bug when I used a spell to defeat the green enemy after using a spell on him though.
Glad you like it!
Thanks for the bug report, I will fix that in an update