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A jam submission

DOOMLANDSView game page

"It's doom for me," said the Doom Man.
Submitted by cornfab (@cornfab) — 3 days, 6 hours before the deadline
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DOOMLANDS's itch.io page

Results

CriteriaRankScore*Raw Score
Polish#264.0004.000
Fun#503.5003.500
Overall#703.1673.167
Innovation#1182.0002.000

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

Meta-Progression

No

Roguelike Elements
random levels, permadeath

Screenshots

Yes

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Comments

Submitted(+1)

Once I figured out the combat system I expected to get bored as it's fully-deterministic, but I kept playing and I'm glad I did. Despite the combat being more puzzley than a typical roguelike, I died several times to groups of late-game enemies. I felt motivation to upgrade my character even though I knew technically the game can be beaten by repeatedly solving the puzzles, as I wanted to protect myself against my own tactical missteps and to reduce the number of puzzle repetitions. Once I got into a nice rhythm with the combat I came to enjoy its predictability.

One issue with combat is that it took a while for me to get confident recognizing which tiles were safe to stand on each turn, as it seems the tiles where an attack is telegraphed and the tiles where you can stand aren't lined up.

Nice touch with the random encounters with people who won't let you pass if you're not "green" enough. I never did figure out what to do there but I assume it has something to do with the tree...

I got the "good ending", so I'm intrigued as to what I could have done wrong to get the "bad ending".

Developer

Thank you so so much for the super detailed feedback!

Submitted(+1)

Oh, Doom Man... your doom hands aren't just good for one thing! They're good for clean roguelike fun AND stylish graphics!