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A jam submission

Civilized RoguesView game page

A 4X Roguelike
Submitted by Morph — 6 hours, 55 minutes before the deadline
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Play game

Civilized Rogues's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#912.0412.500
Roguelikeness#992.0412.500

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
The game features turns, grids, ascii, combat, permadeath, resources, complexity, and exploration

Screenshots

Yes

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Comments

Submitted(+1)

Here's a video of my playthrough with some commentary: 


Really ambitious project to make multi-unit control/tactics, resource gathering, town leveling, and enemy AI all in one 7drl!

I started to have fun on my 4th or 5th run, but everything before that was dying to random enemies coming from the darkness without warning. Even my final run I died seemingly randomly.

It took me quite a bit to learn the flag system. I'm not sure how much it adds. I wish I could just command my guys where to go.

Your starting vision is quite constrained and it wasn't clear what resources are or how you get them.

The resources spawn randomly so your success feels very determined by whether you get some early production to make an extra scout.

There was a game-breaking UI bug where my moves lagged one turn behind when I clicked it which made me restart.

The verbs like "caravan", "celebrate" were just confusing. I kept forgetting which verb belonged to what type of unit.

Developer (1 edit) (+1)

Thank you so much for the thorough analysis write-up, and the video. I couldn't hear the sound though?

Your feedback hit a lot of things that I was also concerned about.

  • Dying randomly by one hit -- that's definitely no fun. I thought: At least the game is quick to restart.
  • Commanding only the leader was an early decision I made in hopes to make it feel more roguelike (and to satisfy a Berlin low value factor). If it was just a 4X, and not a 4XRL, I would definitely have you control any unit.
  • The resources don't spawn until the game gets going. I think that means the initial world feels bare, and makes it harder to get started.
  • I can't reliably reproduce that bug, but I have seen it. Work-around is to stay still for a few turns. Edit: I (think I) fixed this bug in v1.0.2.
  • Those verbs are totally confusing! I don't know why I insisted in keeping them there.

Thanks again!

Submitted(+1)

Thanks for the thorough response! The game was still fun despite the comments and I could see some strategy and interesting ideas coming out! Like putting my warrior near me could keep me safe at the cost of extra turns for the enemy.


Ah somehow the video has no audio, oops. There was one thing I remember saying, which is that it'd be nice to quickly see the resource collection multipliers for all the unit types at once. You could imagine a matrix where the currencies are the top header, the unit types are rows, and it shows the 1x 1x 3x etc.