Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Legends of the Hidden CheeseView game page

7drl 2024 Submission
Submitted by dchump — 2 days, 18 hours before the deadline
Add to collection

Play game

Legends of the Hidden Cheese's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#792.4493.000
Roguelikeness#832.8583.500

Ranked from 2 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
turnbased, permadeath and clean runs: once you die thats it, re roll and start gain. Procedurally generated levels: you get a new map every time. Three biomes are placed throughout the world with increasing difficulty. Weapons and items are unique per run, drops are unique per monster. Strategy is required: strategic item use is necessary

Screenshots

Yes

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Fun game, and I really liked the art and music. They went well with the game. I looked over the github page and saw some of the features that you wanted to add. Here's a few other features that might also improve the experience.


  1. Some small animations. Doesn't need to be anything too dramatic, but an indicator that an attack happened would be nice. Or that you're being attacked. Otherwise everything feels kinda static.
  2. Some initial equipment might also be nice, just to reduce RNG. Or just spawn some random equipment around the player.
  3. I'm not totally sure how the armor calculation works, but in some cases it looks like certain armor is strictly better than other armor? In that case, should it just auto-equip? That seems like a nice default.
  4. As you said in the github README, it's very easy to wander into a high-level biome and instantly die in one hit. That's how most of my runs ended. As a game balance thing, I think it's okay to throw in some high-level monsters into a level, as long as there's a clear indicator that they're hard/impossible to beat, and you have some opportunity to run away from them. The enemy level indicator that's in the game helps a bit with the former, but yeah it would be nice if they didn't instantly kill the player.

Overall, great job! I especially appreciated the music and art :)

Developer

Thanks for such an in depth review. I'm glad you enjoyed it. I do wish I would've had more time to invest in scaling the enemies, but it was one of the areas that I sacrificed for getting it done in time.