this game is pretty sweet. I like the concept of calculating and executing multi-turn combos.
Visuals are effective. Overall nice entry!
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #37 | 4.000 | 4.000 |
Overall | #42 | 3.833 | 3.833 |
Ranked from 6 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?
I liked your game. I unfortunately encountered a crash when I was playing. It looks to be the same as lunar-wire's issue, but if I had to guess it's because I queued a fourth action. Fortunately, I caught the game on TigerJ's stream so I got the gist.
I like that not only do you queue three actions at at a time, but that the enemies also display their action. It's a neat mechanic, but it's also very accessible to someone picking it up for the first time.
I liked the overall presentation and art style plus the interactivity with the different objects on the grid. The combat dance felt really satisfying and the complexity of the enemy movement quickly ramped up. Really nice entry!
Not the biggest fan of the post processing, but that's subjective.
Unfortunately I encountered a crash fixed!
I like the 3 turns "programming" attack and that the monsters show you the same. Feels very nice tactical. Presentation is very solid (I just did not like the noise filter too much). Controls felt a bit stiff, non-responsive.
Overall, congratulations!!! Very very nice game.
Note: I played it in browser, maybe I had some performance problems due to this, even other games do run smoothly.
With stiff I mean: clicking on the icons below did not feel responsive/ immediate PLUS having to click first on icon, then on the field, then back on the icon, then on field are a lot of mouse movements (I think something like a context menu/ icons appearing at field clicked then choose one action). But is just my very subjective feeling.
Yeah i do think that its annoying using all the buttons. I like the idea of context based options, change it to WASD to move and then have a melee, range and self context click. melee when clicking on adjacent squares, range for more than 1 square away and then have defend/wait be on clicking the characters current tile.
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