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Jacinto's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #15 | 3.333 | 3.333 |
Traditional Roguelikeness | #41 | 3.667 | 3.667 |
Innovation | #112 | 2.667 | 2.667 |
Completeness | #148 | 2.667 | 2.667 |
Fun | #153 | 2.333 | 2.333 |
Aesthetics | #159 | 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.
- There is a lot going on here. The feedback about what just happened is sometimes confusing. I got the hang of running around and killing guys, but then the game would lock up, usually after I threw a grenade, which on one run I was walled in at the start and had to grenade my way out, only to have the game freeze. With some bug fixes and a bit more feedback to the player, this could be a really fun and engaging roguelike.
- This one definitely meets the criteria for a seven day rogue like but i feel the combination of those elements doesn't quite make for an enjoyable experience. The combat systems is generally pretty clear I like that I could mouse over my weapons and moves for more details. The maps themselves have a lot to be desired I don't think I had a single map generate that i didn't have to use a grenade to get out of so I really didn't get to use them for combat ever save for the one time i killed myself on the boss as he ran at me. Enemy spawns tend to be right at the start of a level so you often take damage right as you get in it is fun to watch them fight each other trying to get to you though. The chests on the map upset my little ape brain because i kept wanting to open them for items. I didn't really grasp why my weapons missed so much, I think it has to do with range but it seemed wildly different for each weapon. On that note it was interesting to play around with the different weapons from each class. I think this one could be pretty compelling, the tactics based areas are a good start and there's clearly a good framework to add more on top of but maybe a fixed set of 5 intentionally designed maps serves this style of game play better.
- Completeness 3 Overall quite a complete game, had a clear ending, and a nice difficulty curve from start to finish. Towards the end the flood of ammo and grenades can get a bit much, and it does get a bit easy, but overall nothing to complain about on this front. I also only ever ran into one error, sometimes it would crash on throwing a grenade. Aesthetics 4 Looks quite good, I played in the tiles mode and all the icons were quite readable and distinctive. The eye patch bandit and the skeleton were the only two characters that looked really similar, and could sometimes be mistaken for each other, but other than that no issues. The interface also did a great job at explaining how to play the game, none of this trawling through manuals to find the controls, everything right there on the screen. Fun 3 The inclusion of three different classes was great, and I ended up trying all three (in part due to crashing in some of my runs). The action point system was quite cool, and really changed the way I had to think about the combat. I'm not sure if it really meshes that well with your standard roguelike mechanics, but it was a cool experiment regardless. There were also some nice details, such as being able to shoot grounded grenades, that really pulled the whole thing together. Innovative 3 As I mentioned above, the action point system was cool, and not something that I see that often in roguelikes. I've seen it done before in other genres, but still it's quite an innovative addition. Scope 3 Well scoped, everything has it's place, and there's no superfluous features. It would have been nice to see a little more enemy variety, and overall it doesn't really feel like it's bulging with content, but very reasonable for a 7DRL entry. Roguelike 4 Definitely a roguelike.
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
Really cool roguelike, I really like the way the weapons work in this one and it runs smoothly in browser despite being so complex, well done.
Ah thank you so much for the feedback! I'm looking forward to playing your entry.