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A jam submission

BehackedView game page

Submitted by anttihaavikko (@anttihaavikko) — 21 hours, 24 minutes before the deadline
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Behacked's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#353.9413.941
Roguelikeness#713.6473.647

Ranked from 17 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

(1 edit) (+2)

I liked it! Clever idea!

Few things:

  • Quite hard to figure out what kills enemies, especially later ones I couldn't quite figure out the logic.
  • Wouldn't have minded having it be turn-based, or have a pause button, so that I have time to read the enemy information.
  • Also if you don't get a specific upgrade your character will just get stuck at the bottom of the level forever, and that's a bit of a shame! 
    • Would have liked there to be some more clever way to move, like horizontal match 3's move your character horizontally, vertical match 3's move your character vertically. 
    • Or maybe a specific color match moves your character a specific way? Red-Right, pUrple-Up, I dunno, something like that!
  • A few bugs I ran into made it a bit harder to enjoy (click breaking). 
Developer

Thanks! ❤️ Already replied to your tweet but some new stuff here too.

Well the enemy killing is exactly the same for each enemy really. Each one has a specific dodge pattern shown in their info popup and if there isn't a space for them to dodge to, they'll die. And the same mobs will always have the same pattern just rotated based on their spawn direction. So you'll learn quite quickly that bats dodge to their sides ie. need to be killed with horizontal (based on their movement direction) matches with them in the middle.

There is a pause button (escape) but it doesn't allow you to see the enemies as you'd be able to see the board and cheese with it to get more thinking time. Maybe I could add some way to still see the enemies or their infos on that screen though.

Yeah basically at least one of the teleport skills is kinda mandatory. I do have some more movement based skill ideas too which I will most likely add in. Doing movement at the same time while matching feels like it might be a brain overload with too much stuff to keep up with. At least if you always had it, maybe as some skills though... 🤔 At least a "match x to move up one tile" could be another way to combat that getting stuck on the bottom lane thing.

Thanks for playing!

YES

Submitted

I found the shaking to be a bit much but I'm not a big match 3 player. Overall very well polished game.

Submitted

Fantastic!

Great game mechanics. Solid controls. Super nice "modern roguelike character set monsters" and @ player, so cute and fitting. Very very polished overall feel.

I would have preferred the classic turn based instead of realtime, but that's probably your twist on roguelike.

Congratulations to this very polished very innovative game!

Developer

Thanks! ❤️

You're the second person already to mention turn based thing. Dunno if it would really work. Well at least it would make it a completely different type of game. I did want to make it an actiony puzzler in the veins of tetris attack where you think fast and act on it instead of a more puzzly one where you'd want to carefully plan your moves ahead and then execute perfectly.

Glad you liked the characters. Though it'd be a fun idea to spice the classic roguelike characters with some limbs/wings etc and animation to more help distinguish mobs from other.