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Rogue Reflections's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Web Monetization | #3 | n/a | n/a |
Audio | #5 | 4.000 | 4.000 |
Innovation | #17 | 3.357 | 3.357 |
Gameplay | #19 | 3.429 | 3.429 |
Overall | #21 | 3.429 | 3.429 |
Graphics | #26 | 3.286 | 3.286 |
Theme | #57 | 3.071 | 3.071 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Web Monetization
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After playing through all the games in the jam, I've made a post on some of my favorites and included your game! Check it out here.
I did not play this with WebMonetization.
It took me a while to understand, why there appeared a „retreat” seemingly randomly. Only to notice, that it is linked to my sanity!
I could craft some mirrors, but only played level 1 (being really risk averse).
This game has the potential to appeal to explorers. I only wish, it would be possible to earlier use some crafting (I played the first level several times to loot enough to make a mirror).
So a bit of balancing, and this could be more engaging. Are you planning to develop it further?
Thanks for the in depth response!
This game was surprisingly time consuming to make, around 100 hours all in (which when also having to deal with work, life and a toddler, was basically every free minute I had), and stuff still didn't make the final cut unfortunately.
The biggest one was a bulkier tutorial, and another was more time balancing the loot / crafting numbers and enemy / player strength as I only had a couple hours of play testing the full game loop to try to tone things down a bit.
I am considering making a post-compo v2 with the full tutorial, the gem skills being more limited, and an end game challenge mode.
I hear you (two kids instead of toddler, but yeah).
Is there some way to get informed once a new version is out?
I'll probably post about updates over on my Twitter, ( https://twitter.com/david_brad ) not sure what options itch.io provides for notifying folks about updates, but maybe I'll post a devlog about the update (if I can remember to).
As a follow up to this I've also posted about what I am planning to work on in regards to the game going forward.
https://fanlix.itch.io/rogue-reflections/devlog/250275/rogue-reflections-v20-pla...
Lots of depth to this game. I love the pixelart and the music is whimsical.
I would lower the cost to craft mirrors to speed the pace up a bit.
Lowering crafting costs was something I intended to do prior to submission to help speed things up for the other jammers playing it, but other bug fixes took priority.
The costs were originally quite a bit higher believe it or not, as the goal I set out for myself with this game, for better or worse, was to have a game with a meta-progression system with a save system.
Thanks for the feedback!
Played this on stream. Check out the vod here for my thoughts. https://www.twitch.tv/videos/1006252379?t=02h08m13s
Cool game! I especially liked the random events in dungeons. Also the main screen music is calm and enjoyable 😊
Great roguelite! I love the game design and pixel graphic a lot. It was a bit hard to figure out how it all worked, maybe you could add a small tutorial in the future. But overall a very great game : )
A cool minimalist-style roguelite! I like the simple pixel art style, and the music fits very well. So a great job creating something very atmospheric.
Can tell there's a lot of functionality to this game, but it's a bit much for first time players to understand. Maybe it would have helped to reduce the scope a bit and maybe include a tutorial so it's easier for players to get started, and then can always extend after the jam. Just one idea :)
Also kudos on the mobile/touch screen support.
Good job on this, it was really fun to play. Although I do think it could do a better job of how it works. Maybe I missed it, but I was kinda clueless on what to do and how everything worked. Specifically the sanity stat, I found myself confused why I couldn't move anymore..
Again, maybe I missed it
Thanks!
I did want to add more of a tutorial, but with work, life, and family; the dungeon tutorial got dropped. I managed to squeeze in the few short explanations of the smithing and general flow, but didn't have time to squeeze in a few more about movement, room indicators, sanity and the like.
You didn't miss it ;)
This is quite complex. Really like the atmosphere and how I can play it in fast pace. Since I feel this is a fast pace roguelike RPG, it should support keyboard navigation when entering the dungeon.
I'm glad you enjoyed the atmosphere!
A big focus for me during development was to ensure the game was both Desktop and Mobile friendly, which meant I completely ignored the possibility of controller / keyboard input. However I can totally see the benefits of a hybrid control option on desktop.
Thanks for the feedback!
Can you share (in the description of the game) what the Web Monetized users are getting?
Done and done!
A strangely immersive experience. Although the graphics are simple, you managed to craft an intriguing atmosphere.
Thanks!
I try my best to create a cohesive / consistent mood and atmosphere in the games I make, even though I tend to target 8x8 and 16x16 pixel art graphics.
Part of it is a hold over from doing the js13k jams where large art assets are a disadvantage, I think it has influenced my art direction across the board.
I hear you! (For me, it’s sticking to hand-crafted SVGs :-D)