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The Omega Rod's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #36 | 3.889 | 3.889 |
Roguelikeness | #56 | 3.778 | 3.778 |
Ranked from 9 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
Fun combat! Wands felt powerful. I could feel some of their identity but wish there was even more differentiation. The elemental damage types I didn't really notice; they weren't super clear to me.
Glad you enjoyed the combat!
Elemental damage is multiplied by 1.5 when effective, and divided by 1.5 when not effective (as opposed to Pokémon for example, which multiplies and divides by 2). My intent was that having the right element is a bonus instead of being essential, but maybe that ended up making the effect too subtle.
Makes sense, I did see the numbers changing! Yeah I guess I didn't really care what damage type my wands were, nor what the enemy type was. I know it was something about the color, but the only difference was "click them a bit more/less" to me?
Fun game. I wish I wasn't playing with a trackpad. I didn't check if you had controller support but it would be a great addition if it doesn't. Has a Enter the Gungeon like feel.
Thanks!
It doesn't have controller support but I'll add that to the todo list.
Enter the Gungeon is among my various inspirations.
I just published an update with controller support in case you're interested in checking it out.
Works great. Now you just need a native linux version. :)
Probably not going to bother with that. Part of the reason for making a web version is so the game can be played on any OS without having to maintain a bunch of different versions.
Very engaging gameplay and super fun combat. There's different wands and even upgrades/scrolls! Kicking open a door guns blazing felt very satisfying, I liked it a lot. Cool entry!
Glad you liked it!
Lovely game, i like the variety of rods you can have, and the screen shake was on point.
Thanks! Glad you like the screen-shake; I wasn't sure if I made it too intense or not.
Really solid entry!
First of all, I really like the concept of having two weapons you switch between as you fight. The charging mechanic really encourages you to switch back and forth to take full advantage of your energy recharging as well as take advantage of elemental advantages/disadvantages. There was an impressive number of weapon types and all of them felt different to play, even within the same class but with different stats.
This is a game where the "monster house" style of enemy spawning worked really well. I especially liked how the music instrumentation changed during combat.
Biggest areas for improvement are probably just an extra level of polish (like movement animations for the player). I do think the super effective/not very effective hints could have been clearer (I noticed part-way through the numbers had a color tint when dealing damage). Different sound effects would have been a great indicator here --- then again, the game was made in a week, we didn't even have time to put sound effects in ours at all.
Thanks for playing. I'm glad you liked it.
The super/not very effective hits do actually have different sound effects. The damage number size and level of screen-shake also changes with effectiveness (along with colour tint you mentioned). Perhaps I could increase the variation of these effects to make it more obvious?