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RuneScript's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #78 | 3.250 | 3.250 |
Roguelikeness | #130 | 2.750 | 2.750 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Success
Did development of the game take place during the 7DRL Challenge week?
Yes
Is your game a roguelike or a roguelite?
Yes
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Comments
Nice! I got a storm build going which was actually quite fun. The game started lagging unbearably after round 5-6, something to do with particle effects I think. I wish you could choose your starting deck, or get rid of certain cards so you can optimize your build.
I'm glad you enjoyed my game for the most part!
I'm sorry to hear about the lag issues. I'll admit, I didn't really bother optimizing the game for web, so the storm and earth cards cause a lot of lag. I'll see if there's anything I can do, but my suggestion is try the executable download for a much less laggy experience
I could definitely add a [remove card] gateway to the three options, that sounds like a great idea
Nice to see a tutorial in a game jam game, most devs have to ditch it due to time constraints (which is absolutely understandable). I really enjoyed the randomness and having to work with what you have currently at hand. The arena like battles fit the mechanics of the game really well. Nice entry! Sometimes I found it hard to read the card text in the heat of the combat, but once I knew some of them by heart, it became less of a bother.
Interesting.
Is there any reason to choose one exit/gate over another?
I wish passive cards weren't as much of a bother, I can't tell at a glance if a new card is passive or not and even if I could I'd still need to move selection away from the passive card. Having a separate unselectable section for passives might be better. Currently I'd recommend playing with an autohotkey script or something that constantly scrolls up for you.
Using cards in quick succession seems to sometimes make only one card play.
Yeah, choosing the different gates allows for different additions [attack cards, passive cards, boon cards]. I thought the tutorial would be clear enough on which gate adds what , but I'll add an extra line for each in the tutorial, and maybe some flashing lights to really drive the point home
passive cards being a bother was the first bit of feedback I got, and I'm already working on a fix. I definitely took for granted my ability to identify cards at a glance.
in hindsight, using multiple cards at once *does* only make only one card play, because the cards can be used at any time or rate while their abilities are only activated at the end of the card use animation. frankly I'm surprised I overlooked that, fixing it is now on my todo list