It's a unique take on roguelikes, with a billiard table as the arena. I liked the strategy of staying out of a direct line of sight to the enemy in the hopes they'd bounce harmlessly off a bumper, though sometimes they'd surprise me with a ricochet. I like how it plays with the concept of what a roguelike is and can be.
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Knights in the Round's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #47 | 3.750 | 3.750 |
Roguelikeness | #57 | 3.750 | 3.750 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Did development of the game take place during the 7DRL Challenge week?
Is your game a roguelike or a roguelite?
Comments
This is a really fun game! I love the character portraits, reminded me of Warcraft 2 :) The billiards/pool style combat is so original and works really well in a Rogue-like, combat always felt important and with a satisfying amount of luck involved. I liked the risk/reward of barrelling towards several enemies hoping to score a few hits. The power-ups between levels added to the gameplay in interesting ways, and were a nice hat-tip to classic Rogue-like/dungeon-crawling gameplay. A few text pop-ups for damage would be nice and maybe some more sound effects and music, but other than great, great presentation and awesome gameplay. Great stuff!
Bouncy little physics combat game with some minor strategy involved.
PROS:
- The AI was decently intelligent and the character portraits gave nice faces/personality to the characters I was interacting with.
- Upgrades felt tangible and made me feel significantly more powerful along the way (as they should).
- Audio was nice and subtle so as to make it very atmospheric and not overbearing. Nice touch.
CRITIQUE:
- Turns take a long time to finish due to the amount of time required for each character to finally come to a stop at the end of their movement. Would highly recommend tweaking the physics so that characters stop faster and turns consequently play out easier/faster.
- AI didn't regard internal walls too often so they'd try to straight-shot me through a wall and feel goofy as a result.
- There were a few instances of upgrade selections between multiple weapons and there wasn't really a choice between the "longsword damage 4" and the "spiked club damage 3" in that instance. Would be cool if each of the weapons had a different expression of how they were used rather than just a raw damage number difference to allow for more player choice between them.
- Had a Cyclops attempt to "run away" from me with his movement, but he was the only enemy left on the level so it feels like an edge-case could be put in to let him just stand and fight to put more pressure on the player in that instance.
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