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Cosmic Corsair's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #34 | 3.833 | 3.833 |
Overall | #77 | 2.667 | 2.667 |
Ranked from 6 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
Level layouts, enemies, item placement etc. are procgen (except for starting area). It's turn-based, on a grid and perma-death. Technically the 3d meshes are also procedurally generated from a 2d map, although the individual geometries are super simple (mainly boxes/planes).
Screenshots
Yes
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Comments
It's a really fun game! The visuals are nice, interesting, the gameplay is simple, but engaging :D
Needs a bit more balance though I feel. I would also love to see some more variation to combat (I didnt find any weapons if there are any), but other than that it's quite simple to understand, but still complex enough and fun to play! Great job! :)
Sweet. Love how it looks, the 3D/2D look nailed it.
This is really cool! I enjoyed it. I did run into an issue, where I had no remaining keys and was unable to continue (all paths forward needed a key, and I was only at 6/15 loot), so the map generation could use a tweak to make sure that doesn't happen. (or maybe there was an alternative I missed 😅) But, the gameplay is decent, and I love the aesthetic :)
Thanks! "Solvability" check is indeed missing from the game. To avoid having to implement it here (perhaps next year if that game uses keys!), my strategy to counter it was to be quite liberal with giving keys and hope players will learn to save them when they are low. There is also two entrances to the enemy ship which sometimes gives new paths. I was kinda thinking of adding a "restart level" option to the ship computer to allow players to get out of the soft lock without fully restarting the game, but it's not that fun or discoverable option (and I ran out of time anyway).
So everything works and it's an interesting concept, but success seems extremely random. Sometimes you walk into a room of loot or sometimes you walk into a room with so many enemies that you're guaranteed to die. Never found any weapons to pick up.
Thanks for playing! Some rooms do require a bit of enemy baiting to get them to narrow corridors or to exploit slowness of certain enemies. I can get to the third level pretty consistently, and there some rooms might better be walked around when possible... Each level should have a pre-determined amount of each room type.
I think weapons can only be found from level two onwards (there is a specific room that spawns a few, and some enemy type can drop one) - perhaps it would have been more fun to start already from level one, but I didn't have time to implement fancy escalating loot curves or ammo management, leaving the weapon stuff perhaps a bit underwhelming...