Play game
Bladelight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #60 | 3.333 | 3.333 |
Traditional Roguelikeness | #77 | 3.333 | 3.333 |
Completeness | #148 | 2.667 | 2.667 |
Fun | #153 | 2.333 | 2.333 |
Scope | #155 | 2.333 | 2.333 |
Innovation | #190 | 2.000 | 2.000 |
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.
- Completeness: The game feels complete, though I couldn't tell if it has a win condition or if it encourages a high-score. The game could use balancing in the early stages. Even though I was often outnumbered, I never felt in danger. Aesthetics: The tile set is great, and clearly depicts each thing in the game. The colors work really well and there is a nice shift in floor pattern from room to corridor. It might be nice to use various colors to show when enemies are stronger or have different stats. I like the transition from level to level as well. Fun: After playing a few floors I expected to see something different, or something that would force me to change how I play. There are many cool items to discover, but I didn't feel a need to use most of them since the enemy never changed their patterns. The levels are quite big and it takes a long time to find the stairs. This would be a good thing if the rooms had more variety to them. Innovation: This does a great job of implementing the fundamental gameplay of a Rougelike. It does not stray too far from the norm though. I do like the ease of using the mouse to choose a direction. Scope: With such a variety of items, already implemented in the game, Bladelight has a good scope, but many items have no reason to be used. Roguelikeness: This ticks most of the Roguelike boxes. Great job!
- The definition of a generic, barebones dungeon crawler. All it has is the most generic potions (health, strength, agility), a couple of swords, bows and body armors that are just straight upgrades of each other, and ONE goblin-like enemy type to use them on, which lacks any special abilities and simply gains HP with every subsequent level. Remarkably, the only deviations from the traditional roguelike formula are those that make the game worse - you cannot "bump" into enemies to attack them and instead must left-click, which you'll be doing VERY often; you cannot hold down movement keys (only cardinal directions, obviously) to move quickly; and very little about the (overly large) floors appears procedurally generated; I wouldn't be surprised if the game just runs the same floor layout every time and only moves the stairs around. Lastly, while there are few types of loot, there's an extreme quantity of duplicate loot due to an abundance of treasure chests: 5-10 chests per room is nothing unusual. And once you pick up that loot, dropping it appears impossible. Altogether, this is a very bad game with nothing to offer and you should stay away from it.
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
Leave a comment
Log in with itch.io to leave a comment.
Comments
No one has posted a comment yet