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The Call of Judgement's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #13 | 4.286 | 4.286 |
Roguelikeness | #40 | 3.857 | 3.857 |
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
Generated skills, combat encounters, maps,
Screenshots
Yes
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Comments
This game definitely captured my imagination, couldn’t help but keep playing until I won. I agree re: the late game - you’re basically looking for a good run where you can stockpile enough teleports and invisibility potions to sprint to the finish line from the 60s on. I don’t mind that denouement, but absent a “high score” to reach for, it may as well trigger victory once you have enough to make it. 😄
That said, you do need to play your skill tree well and still get lucky early on to make that happen. I liked the variety of the trees and the humor in some of the naming. Even now that I’ve beaten it, I still find myself returning to see if I can clear out via more trees.
Highly recommended! Looking forward to playing more after a round of balancing / bug fixing. (Couldn’t stay away even in the turkey blind this morning … plays passably well on mobile Safari. 😅)
Automating the part where you actually have to play through a level made for a fun challenge of evaluating difficulty and plotting your way through the generated skill trees. Definitely enjoyed this one quite a bit.
A few things I noticed:
Love the unique spin on a Roguelike, probably the best I've seen this jam. Great graphics and I love the Godot engine. Wonderful job!
great concept to distill the rougelike experience down to the essential elements of threat analysis and build construction. i didn't understand the point of "poison power", as it didnt increase the damage of my poison attack; i didn't get much use out of the element system in general, but that also might be because i only discovered the skill tree on my last run. shrines are an interesting concept in creating gradation of threats without needing excessive amounts of enemies. enemy critical hits can be brutal, and so can be getting surrounded.
I like the style and the idea is fun. It took me a while to understand which levels were going to be hard or not but once I did I started to really get into the game. Weighing up the risk vs. reward was really fun.