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A jam submission

Rogue AbsorbView game page

Dive Dungeon, Become God. Roguelike
Submitted by Arciae — 22 hours, 22 minutes before the deadline
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Rogue Absorb's itch.io page

Results

CriteriaRankScore*Raw Score
Roguelikeness#84.7504.750
Overall#144.2504.250

Ranked from 4 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 Generation, Diagonal Movement, has Amulet, Turn Based. Procedural Generation in this game is mostly for the levels and Creature distributions.

Screenshots

Yes

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Comments

Submitted

Love the core mechanic here! It’s simple and inventive and creates a really interesting combat dynamic where you need to sequence combat more than just “get strong.” I like that I never get to think of enemies as just “fodder.” Sometimes I really WANT to find a “9” and sometimes a “9” is scary to me. That’s super cool and intuitive and I’ve never seen anything quite like it.

Game is hard! My best run was level 17. I like that I can revive and keep going, but also it feels a bit random towards the end when numbers get scarce. I may just be bad but my instinct is that skillful play might not have a 100% winrate at that level. No requirement that it NEEDS to but just an observation about how it’s tuned right now.

Submitted

I've been playing for a while and managed to reach depth 10! Hopefully, next time I'll get the amulet.

The concept seems very original to me. The use of mathematical operations, although simple, makes you hesitate and think twice before moving in a direction. The algorithm for the dungeon design seems very accurate; the use of long corridors fits great with the theme and gameplay.

If I have to point out what I liked the least, it's perhaps the selection of the square font, as it was a bit difficult to read all the information on the screen at the beginning. I would also have put the help text in a separate popup window, as you don't need to have all that text visible all the time.

But as you can see, these are minor details. The concept and idea seem original and well-developed. It felt like a different kind of roguelike, where it doesn't matter what number you are (how powerful you are) because there are always situations that revert you to low numbers, and you end up being devoured. I've enjoyed playing a lot and personally value when people can convey new original ideas in such a short time. Congratulations on your work.