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Robe's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #50 | 3.000 | 3.000 |
Roguelikeness | #86 | 3.000 | 3.000 |
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
Procedural Content, Permadeath, Turn Based Combat, Character Centric, Clean Runs >> The level, enemy stats, player stats, player name, enemy names, enemy and item placement, number of enemies, number of items, etc. are all randomized and procedurally generated for each floor
Screenshots
Yes
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Comments
The 8-bit sounds fit really well with the pixel graphics to make this a complete package! I do agree with the other commenters that having a bit more QoL features would really complete the experience.
Great job!
Thanks for giving it a try!
Totally agree, when the jam period is over I plan to clean up a few bugs and add some QoL improvements!
Lovely visuals and an interesting mix of turn-based fights with the roguelike generation :) I would have loved to see some info boxes for spells and cantrips so I can make a more informed decisions :) But overall great job on finishing the game for the jam :)
Thanks so much for giving the game a try!
There were a ton of quality of life things I ran out of time to do (back buttons in the fight screen, details on the spells, etc.) and I totally agree! Thanks for the awesome feedback! The procedural generation ended up taking longer than I expected and I think I over scoped my project a bit :)
Visually I really like the palette and sprite work, the music and sounds are really well done too.
I also appreciate the level of juice you've put into the UI here, the XP animation is really great and all the subtle screen movements are really nice touches that make it feel really polished and alive.
Gameplay wise, I think the fact that there are resistances and a trade off for using full spells is smart and interesting.
I think I noticed a few things that may or may not be bugs, nothing major. I got 5 levels worth of XP from one enemy at one point, which I'm not sure was intentional (I definitely felt very powerful afterwards!), and the floors were doubling each floor so I ended up level 6 on floor 128 one shotting everything haha
Nice entry! Great work!
Thanks a bunch! This was my first attempt at trying to add juice to the game and I'm pretty happy with the results!
The XP gain curve is exponential so your first few levels should come easy but it should slow down! The first level is a toss up as the enemy's strength is what the level modifier is based on! The first bug you noted is probably a result of an enemy with high strength >> I think I have to cap this as you can get a ton of exp for an easy fight if the enemy has low hp.
The doubling floor thing I've not noticed!!
Thanks so much for the valuable feedback and giving the game a try :)
Neat game.
Certainly ticks the Procedurally generated box.
I did like your take on movement and combat. Its nice to be able to dodge enemies in the dungeon and then attack in a variety of ways during combat. Well done for implementing enemies with different spell resistances too.
The finger system is clever. First run I just spammed lvl 5 Fireballs until I couldn't anymore. I worked out what was up on the second run though 😀
For improvements, I did find a couple of bugs. Mainly, you can't go back on the attack selection screen. Also one enemy spawned inside a wall and got stuck.
Overall, very strong submission. Good job!
Thanks so much for giving it a try!
Thanks for the input! I'll see if I can figure out why the enemies want to live in the walls :)
This is a great game that does everything it aims to do.
Thanks a bunch, there was a lot that I ended up cutting from the game but I 'm happy what made it in feels relatively cohesive!
I really like the aesthetic and the creatures design
Thanks! I was obviously pretty heavily influenced by DnD and Dark Souls but tried to make the pixel art stand on its own!
I've been a developer by trade for years so hearing someone liked the art side of the game gives me hope for my pixel art going forward :)