Congrats on well deserved first place, excellent game, some X-Comy vibes re exploration of derelicts and discovery of new enemies, very cool oxygen pipe mechanics!
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Mercury Salvage's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 5.000 | 5.000 |
Roguelikeness | #5 | 4.800 | 4.800 |
Ranked from 5 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
Definitely one of my favorite games of this jam. I ended up running the windows version under wine since I didn't have java 1.8. Why are java developers always using that version and not later versions?
Thanks for playing, glad you liked it!
After java 1.8 patch 221, Oracle requires developers purchase a license for commercial uses. Even though games here are often free (non-commercial), it can be easier/safer to avoid the whole situation by sticking to 1.8. Later versions of java should be able to execute 1.8 jars with no problem, so in theory this shouldn't impact the end user, but that said java can be fickle/annoying for the end user anyway - the exe wrap is by far the most popular download.
Hello, I'm not sure if this is a compliment or a complaint/accusation :) Thanks, if the former! If the latter, my 7drls have started off with the code-base of the previous year's 7drl for a while now, and I declared this to be the case per the rules - I've actually been re-using my same code-base since the 7drl in 2011, so it has slowly turned into a relatively advanced engine for RLs. You can also check out my previous 7drl entries to see that this is a pretty normal scope and quality for me, both attributes which have slowly climbed in the 14 years I've entered the challenge.
Sorry if I'm coming down a bit too hard on you for this, the 7drl is the only jam I ever enter and I take it pretty seriously every year - I always take the week off work, and put 14 hour days (the final night often being all-nighter) into producing the best result that I can...
Was excited for this one from the posts on the jam discussion board. Really well done. Love the art, controls smooth, very roguelikey. My only points of criticism are that the escort + bombs can get a little tricky, bc if you try to set them off by walking towards them, your crewmates will path into the explosion which is easy to forget about and doesn’t feel good. On that note I also shot one of my crewmates the first time I saw them bc I assumed they were an enemy from behind… but these are my only nitpicks.
EDIT: oh, also having to wait for the survivors to get to the door when turning in missions is a little awkward
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