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7DRL 2024's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #51 | 3.667 | 3.667 |
Overall | #52 | 3.333 | 3.333 |
Ranked from 3 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
Turn based movement, basic inventory and procedural level generation with turn-by-turn strategic movement.
Screenshots
Yes
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Comments
Awesome job!
I can tell you put a lot of love into the game, and I appreciate all of it <3
Great jamming with you 🥳
woot woot, congrats! Thanks for playing. 😊
I've had the opportunity to test this game on stream alongside its developer. The concept seems great, especially because I'm passionate about fantasy consoles. I had never tried a Playdate game before, and the experience has been rewarding.
The fact that you've self-imposed a handicap by developing with this platform has resulted in a solid and fun product. The graphic section is very well taken care of considering the color limitation, and controlling the player is very satisfying when using the crank (even with the simulator).
In short, we are looking at a simple project due to the platform's limitations, but at the same time, it is very well-developed and polished. Congratulations!
Thanks for checking this out! This will require either a Playdate you can sideload the .pdx to or a Playdate account you can access the Pulp editor with to upload the .json. (These are the same game, I just didn't realize the .json had to be added separately to support Pulp import, hence the timestamp difference.)
I started Friday afternoon and finished Sunday just before midnight my time. Learning to adapt to the constraints of Pulp in real time while still creating a challenging, engaging experience was a lot of fun for me. The game is playable and beatable (find the scepter on the 10th level), with 20 random screens you'll warp between so each run is unique. I wish I had time to add additional monster and weapon types, but alas ... start late, cut fast. Will get a post-jam debrief up on the blog for other folks interested in Pulp scripting.
Enjoy!