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Pen Fight Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #39 | 3.333 | 3.333 |
Fun | #120 | 2.667 | 2.667 |
Scope | #155 | 2.333 | 2.333 |
Traditional Roguelikeness | #168 | 2.333 | 2.333 |
Completeness | #172 | 2.333 | 2.333 |
Aesthetics | #188 | 2.333 | 2.333 |
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.
- Personally, I love these free and ambitious ideas. However, the game very often becomes inoperable without accepting input within the first few minutes of play! I must say, there are too many bugs for a game to be submitted as complete...
- The premise here is unusual and the core gameplay is very solid: since judging how hard you must fling a pen with the mouse is inherently difficult, each encounter can potentially go in a multitude of ways, even though they are all preset: instead of full procedural generation of each single-room floor, the game simply randomly selects one of its preexisting layouts. You can also find some random upgrades in chests: while their variety is limited (I got Hammer about five times in a row before finally obtaining some other upgrades like Shield of Spikes), they nevertheless help a lot to make the experience more dynamic and unpredictable. Sadly, the overall implementation is marred by technical flaws. Most notably, the game tends to hang up during combat mode - sometimes for so long that reloading the window and starting again feels like the best option. Other issues, like error messages appearing during some deaths instead of simply showing the restart screen or the one (really cool) piece of music not looping, are less important, but still drag on the experience, and will hopefully be fixed down the line.
- The idea is cool and has potential. I think that if the pen could have more momentum if it was a little smaller on the board, and if there were some additional environmental objects, there could be some interesting tactics. The upgrades have a childhood daydream feel, like putting rubber bands and pencil sharpeners on pens and flicking them around, imagining little battles. The combination of turn-based and real-time is a good idea. The controls are a little tough to use and awkward, and the graphics are taken from a few sources and don't fit together well.
Successful or Incomplete?
1
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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