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Rogue-unlike's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2065 | 3.389 | 3.389 |
Enjoyment | #3067 | 2.667 | 2.667 |
Overall | #3119 | 2.870 | 2.870 |
Presentation | #3937 | 2.556 | 2.556 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Roguelike reversed: you play as the AI against player
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Interesting game, spike walls are hard to get hang of, not entirely sure of their trigger conditions, other than that its fun and engaging.
Really fun game, just don't think the name nor idea fits the "rogue unlike" name, still a role reversed game tho, when you are trying to kill the hero
I love the name and "he died" text, they made me laugh :)
Idea is interesting, however gameplay is much like a tower-defence game, rather than a "rogue-unlike" game :)
Well done, overall.
i really like the idea, its very unique! the wording makes the spike traps a little confusing and i was also a little confused by the ai's behavior but i like the overall feel of the game
Very unique concept and interesting execution,
I feel like second level is by far the hardest
I don't understand how the spike wall works, it seems inconsistent.
Consider the following layout:
W is the wall tile, S is the spike. In this configuration the AI first goes down then gets hit by the spike, then breaks through the spike and goes left. Then try this configuration:
In this case, the AI just goes down and smashes the bottom wall.
And in this configuration the AI goes down then smashes through the spikes without getting hit by them.
I don't really understand how the AI will behave in any given scenario which can make solving the puzzles difficult without doing trial and error.
the spikes are not considered walls, so they can't make triggerable layouts for other spikes
Ah I see. But what decides if the robot will smash something or change direction?
Fun game! I liked the puzzles, although I'm not sure if i still fully understand the spike trap wall.
Art looks good, the idea is original and the gameplay is good!
Thank you!