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Slide n' Slash's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #6 | 4.545 | 4.545 |
Roguelikeness | #47 | 3.909 | 3.909 |
Ranked from 11 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
I had a lot of fun playing this! Great work! The combat was fun, the progression was fun, the slide mechanic was... random but also fun! A bit more level and enemy variety and I could play this for hours!
Combat felt very satisying. I tried to deflect shots onto other enemies, but it either didn't work, or I'm bad at it. If it's not in the game, it would make a good addition to an already awesome game in my opinion. Collecting gems to read the tomes had a meaning and felt it improved my character. I did not use the slide mechanic as much as I should have, but that's entirely the players fault. I need to zip around more and then attack. Stunning entry for a 7 day jam!
I'm glad you enjoyed it! The shot deflection can damage the enemies, but it's difficult to aim it in the heat of a fight. I tried to implement the sliding mechanic in the rooms with all the sloping geometry, but if I had more time there would have been more cool sliding ramps to use. I also wanted to add a slide kick powerup if I had the time. Thank you for the review!
Seconding (fourthing?) the sheer thrill of the slide mechanic. The sense of speed adds more than you'd expect to dungeon crawling! Satisfying hack-n-slash, and generous buffs to build yr overconfidence just before you get crushed. Really enjoyed it!
Thank you! I'm happy to hear it was enjoyable.
What a neat game! I'm impressed you got all this done in seven days
The sliding was more fun than it had any right to be. I feel like you turned the transition into the next level into a reward, and it amped up how exciting the treasure rooms were!
Thank you! I'm glad the sliding is enjoyable, I tried to design the rooms around sliding away from enemies.
Dude! Did you used some boilerplate or implemented everything in the period? That was an awesome experience. The only thing that is missing and I believe is super important, is the anticipation for enemies attacks, but completely understandable due to the limit of time. Overall, really impressive considering the time box. Good job!
Thank you so much! I had the code for the sliding player controller and for the inventory from previous unused work. The enemies are definitely what I would have worked on more given the time. The amount of coding, modeling, and sound design I did last week was crazy, that was definitely the most work I've put into a game in a week.