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Light's Last Hope's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #142 | 2.449 | 3.000 |
Completeness | #180 | 2.041 | 2.500 |
Fun | #182 | 2.041 | 2.500 |
Aesthetics | #201 | 2.041 | 2.500 |
Innovation | #219 | 1.633 | 2.000 |
Traditional Roguelikeness | #231 | 1.633 | 2.000 |
Ranked from 2 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.
- Light's Last Hope is a 3d hack and slash set in a 3d dungeon. Survive multiple boss fights, handle light block puzzles, and press forward to the outside world. The 3d graphics remind me pre-Quake MMORPGs/RPGs and at least one cartoon of the 90s. The dungeon is generally rooms and block hallways, but there are some unique areas, in particular the boss rooms. Gameplay involves circle strafing and back peddling while shooting projectiles. It felt a lot like doom or quake in a way. The game involves about 30 minutes of fixed content, across 4 "acts" as you dive deeper through the dungeon. The connection to roguelikes is tenuous however, given the fixed level design and preset enemy spawns. I overall enjoyed my time, and found it nostalgia and charming in its own way. Well done.
- Very awkward 3D TPS with no real roguelike elements. There is no randomization of floors, objects, enemies, etc. whatsoever, and while it may have permadeath, dying is more of a theoretical possibility here, since you start with 5 hearts, will be finding enough extra hearts to be at 12-15 hearts by the final battle, with healing potions even more frequent. Moreover, all the enemies are slow and predictable and it's trivial to shoot at them with your infinite arrows while walking backwards (Weirdly, the game implements arrow drop with distance, and arrows getting briefly stuck in objects, yet actually shooting them is instantaneous). No-one, not even the final boss, can take off more than one heart per attack, and even the final boss is easy to avoid: however, at least he has a unique model. The first and second bosses are just an enlarged model of a regular spider (which can get stuck on its own eggs in the center of the room) and three regular ranged enemies with larger healthbars. The lack of randomization does mean that every room is handcrafted, with a lot more purely decorative objects as part of the environment than what a roguelik(/t)e would have. However, this scope comes at the expense of technical polish: simply walking too close to a wall is likely to either expose you to out of bounds view of the level or just reduce your vision to a blurry mess until you step back. Enemy animations are about as detailed as you would expect given the timeframe: rats are a standout with their creepily shiny bodies and being half-sunk into the floor whenever they are not jumping at you, as opposed to only ragdolling weirdly at death like everything else. There's a reasonably good music track playing through the entire game, with no boss themes or the like, and absolutely no sounds. Altogether, this is just a very mediocre medieval-themed TPS.
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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NICE WORK DEV