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Wall Crawl's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #27 | 3.875 | 3.875 |
Roguelikeness | #70 | 3.000 | 3.000 |
Ranked from 8 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 enemies, permadeath, non-modal
Screenshots
Yes
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Comments
This is very good. It took me a little to understand the core mechanic but I like it a lot! It's very cute and the little sound and particle effects add a lot to the game. Great work!
It's a simple, but tricky game. Had more of a puzzle feel to it. It was difficult to predict their movement. Going after them felt like a gamble. It wasn't clear what the win condition was. Do you have to absorb all the crawlers?
It's a good framework. A little more clarity would help. Some background music would also have been welcome.
wall crawl
* very impressed you did this in two days!
* I think it works well as an endless miner, but I wish I could "win"
* I like the self balancing aspect of "as you get more empty space, enemies automatically carve more tiles"
* confused how to kill the + and x's. is the only way to use a rune? but their body is not positioned at the center?
* It wasn't clear why I died. I guess that the tile I was moving into was about to get crushed?
* I like the mana animation! but it made it hard to see at a glance how much mana I actually had
* I didn't understand how much mana a rune costs. Is it always 1? sometimes it looked like 2
* It took a bit of time to understand what the runes did. I didn't know what the symbols meant, nor that you carve a path to your target. One idea is to temporarily show two of you: one at the original position and one at the current cursor. And as you're moving the cursor, drawing the line automatically. When you hit a symbol, also draw the shape it will carve out
* I wish that the single dot enemies stayed on the map; sometimes they just disappear and the effort to capture them is lost
Here's my playthrough:
What a novel and tight design! Simple, beautiful, and deep.
I've had the opportunity to test this game on stream alongside its creator. It has been a perfect experience.
I will always positively value any original idea that is executed, and this game has managed to apply a new idea ingeniously and swiftly. I also value the use of a restrictive color palette, only 4, and minimalism taken to its highest expression.
However, I do miss a bit of UI indicating the score or turns, just to nitpick a bit. The particle effects add a professional touch to the overall finish of the game, and it has been fun to try out the different patterns of the runes.
I wish I had been more skillful to achieve a better score, but as we all know, roguelikes are complex games where we die a lot and often, haha. Technically, I find no shortcomings, and I like the minimalist design! If you decide to finish the project, it would be nice to add a hardcoded mini tutorial showing the runes or a help window showing the in-game controls.
In conclusion; I really liked the game, and the idea is truly original. I have to congratulate you on your work, it's amazing.
Very nice, well polished game! Great job!