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Towers of Dongnae's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #208 | 1.155 | 2.000 |
Aesthetics | #211 | 1.732 | 3.000 |
Traditional Roguelikeness | #222 | 1.732 | 3.000 |
Fun | #225 | 1.155 | 2.000 |
Innovation | #226 | 1.155 | 2.000 |
Completeness | #227 | 0.577 | 1.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- This roguelite is an ambitious tech demo which misplaces the focus of its development time. In particular, there is a surprising amount of combos, which are presented before you begin the game yet are not labelled at all, so you have to trial and error what each one of them actually does. Yet, it lacks the ability to attack while moving, so every attack or combo freezes you in place unless it features shift dash somewhere, in which case you'll awkwardly dash forward after taking a couple of hits first - and probably end up right in the middle of your enemies and start taking attacks from all sides, instead of just one. This system means that spear is by far the superior option, as you'll get to kill incoming enemies in a couple of quick stabs without changing your position and whatever damage you sustain will most be healed back by the game's equivalent to Bloodborne's "Regain". There is also a focus on 3D graphics (although the game is likely made out of store-bought assets), yet hardly any sound to go along with it. Right now, this demo is brief and just not very interesting, although this may change in the future.
Successful or Incomplete?
2 Incomplete
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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