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Eternal Space Rogue's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #33 | 3.857 | 3.857 |
Overall | #76 | 2.714 | 2.714 |
Ranked from 7 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?
Yes
Turn-based
Yes
Roguelike Elements
Procedural level, enemy and loot placement. RPG elements (XP and levelling). Grid based turn based combat. Ironman - no saves/permadeath.
Screenshots
Yes
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Comments
I liked the use of the weapons, and the fact that you have to move a certain number of times before shooting, as this leads to interesting miniature puzzles.
I like the unique idea u came up with but the music and sfx doesn't fit in with the game and animation were little fast..
What sort of music and sfx do you think would fit better?
Some light space music... You used a heavy metal rock music so it doesn't seem to fit perfect. As my game don't have any music so I can't complaint more...
really cool idea, i had fun but i felt like the difficulty was a bit too high. I would often get surrounded by the enemies, which basically means game over
plus, in-game progress is a bit slow as well. leveling up was a bit tedious/long for my liking
i also think it wouldve been nice to have a "cancel" or "undo" option, since i made little mistakes in my moves every once in a while
despite these few flaws tho, still a fun game and cool concept!
Hi thanks for the feedback!
ESR is meant to be a pretty hardcore game and mastering the tactics is the crux of surviving very long. Though with only a week to make it it there wasn't much time to playtest and tune the difficulty level so this is something I'll be looking at in future development.
The problem with a cancel/undo option is the player could take a few steps to reveal more of the map, get information (like enemy positions) and undo to get all their move back with the bonus information.
But I do know what you mean - it's very easy to make little mistakes! I've made them plenty while playtesting.
What I could do is add a "path planning" step where you plan out your movement route then you can press a button to confirm that route so you get a second chance to validate it's what you want before committing. I could also add validation to attacking, so you can't attack unless there's something to hit in the target area, as I've messed up and wasted shots a few times.
the path planning idea is a great solution!! And confirming your choice before attacking would be great as well
Super innovative core mechanic that I don't think I've ever seen executed quite like that! Reminded me a lot of XCOM, and we definitely need more XCOM-like roguelikes. Great job!
Thank you fellow XCOM fan :)
Fantastic game. I really liked the leveling up aspect :D . The game is already polished, still, are you planning on adding more content? Anyway, great job on finishing the game in a polished state :)
Thanks! It was a really intense week getting it so far along. Yes definitely I'm interested in adding more to this. Different biomes (varying for each stage), more enemy types and tactics, traps and terrain effects, a story and win condition, lighting and line of sight effects (with varying light levels, imagine a stage where you can only see 4 tiles ahead!). Plus some tutorial and more helper UI and other quality of life improvements.
Really enjoyed this game. I loved the directional attack system u had, got me paying attention to my movement to line up shots that would kill the most aliens. The voice actor added a nice touch to the game, wish there was more variety in his lines haha.
Overall a nice complete experience. Took me a second to get used to the controls but once i understood them it felt intuitive. Skipped a lot of turns on accidents at the start.
Haha thanks! I put a lot of thought into the directional attacks so I'm glad you like it.
Pros:
Improvements:
Bugs:
Very Roguey submission. Good Job!
Thanks for the detailed comment.
The variety in weapons and enemies unlocks gradually, IIRC the full range of options become possible (in the RNG) starting at the 4th or maybe 5th stage. I guess I could accelerate that a bit.
Good point on having a clear cue for which phase the player is in. the instruction box in the corner does have that information in it, but it may be worth making it more central.