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A jam submission

ProximityView game page

The half-chess half-RPG roguelike that is easy to play but hard to master!
Submitted by spf_Grey (@spf_Grey), mrzinch — 8 hours, 1 minute before the deadline
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Proximity's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#14.0004.000
Aesthetics#173.6673.667
Completeness#253.6673.667
Innovation#393.3333.333
Scope#443.0003.000
Traditional Roguelikeness#1682.3332.333

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.

  • Although more of an autobattler than a roguelike, Proximity has an impressive number of abilities and enemies and it's fun working out different combinations of equipment and placement to mimize the chances of success in a given encounter. The interbattle crossroad options are a nice way to offer mutually exclusive upgrade paths at random intervals, although the balance is definitely off as the game gets easier and easier with each round. The party was basically unstoppable once life stealing abilities came into play, as well as the OP benefits of epic and legendary equipment. There are a number of bugs as well, but I didn't encounter any showstoppers. (My second Ranger copied all the abilities and gear from my first, and they were still able to level up in addition to that, giving them many abilities.) I liked how the UI provided pretty good access to necessary info.
  • This is really cool, lots of potential! I kinda like that every item is a helmet. We wear a lot of hats in this party.
  • Completeness: Appears fully feature-complete. There was a little weirdness with the Unity full-screen feature, but a refresh fixed it. Aesthetics: Both pleasing to the eye and usable. I had to zoom in but that's fine. Fun: Pretty fun! I think there's a winning strategy that involves pumping speed and attack, but you could probably make a heal team, so I think there's at least a couple of viable builds in there. Innovation: Hard to say, because it's not a traditional roguelike, and most of the interesting stuff lies in the grid-based autobattling style. Still, the positional modifiers are nifty, if not wholly novel. Scope: Pretty good. Traditional Roguelikeness: It's definitely a rougelite.

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)
Roguelite

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Comments

(+3)

epic :)