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A jam submission

The Winding Paths BelowView game page

A small roguelike about exploring unknown paths
Submitted by Ludipe (@Ludipe) — 12 hours, 5 minutes before the deadline
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The Winding Paths Below's itch.io page

Results

CriteriaRankScore*Raw Score
Completeness#14.0004.000
Innovation#14.0004.000
Fun#63.6673.667
Aesthetics#173.6673.667
Scope#443.0003.000
Traditional Roguelikeness#1073.0003.000

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.

  • Puzzle roguelike The art is pretty and I like it. You have to incorporate Tetris-like blocks into your map and move over them to collect items and level up. It's also like Tetris in that the blocks you need don't come as fast as you'd like, but you still have to make it work. The sense of accomplishment you get when you get it right is amazing, and I found myself playing it again and again until I cleared it! It's a wonderful game that expresses a novel concept with careful work.
  • A nice mash up of two distinct genres. Not nearly as difficult as either of the games that influenced this, but really fun and interesting mechanics.
  • This is a very cool game. Using the tetronimoes makes the game feel more like a puzzle game than a roguelike, and reminds me of Into the Breach. Figuring out how to line them up *just* right so you can navigate through the floor perfectly feels good. However, it also feels too reliant on randomness. Having a "next piece" feature like many versions of Tetris would have alleviated some of this by letting you plan at least one more turn ahead. But, perhaps that would have been too easy, I don't know. Regardless, I cannot help but feel like I was robbed when I got several pieces in a row that were of no use to me. I am curious if there is some kind of "win check" when generating the floors and tetronimoes, or if it is purely random. To exacerbate the randomness, the game (and the final level in particular) is punishing, and does not really allow much in the way of mistakes. From my experience it is difficult or perhaps impossible to get higher than level 8 by the time you reach the end. That means you probably need full health *and* a shield to take the boss' hit. A single mistake in the final level will probably stop you from winning. If I were to change one thing, it would be how shields work. When I have 3 shields, and I get hit for 1 damage, I lose the entire shield. I did not realize this at first, and it cost me a win. It would be more intuitive for you to go down to 2 shields. Despite my reservations this is a lovely, inventive roguelike. I would love to see it expanded upon. Perhaps a shop to spend your treasure at? Other permanent upgrades or items? Well done.

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

(+1)

Great concept! It really created that feeling of "walking around" the map

(+1)

Amazing game, I really enjoyed it!! <3 <3 Good luck in the jam. :)