Play Rogue Royale Reloaded
Rogue Royale Reloaded's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall (this category points out jam winners) | #5 | 3.692 | 3.692 |
Creativity (mechanics, gameplay, fun) | #8 | 3.538 | 3.538 |
Presentation (audiovisuals, style, impression) | #11 | 3.462 | 3.462 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
New or Improved?
Team members
IanGoGo
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Comments
This game is really cool!
I love the idea and implementation both. I have only played maybe 2 other turn based roguelike games before and this is already one of my faves. DoomRL is probably my all time fave turn based roguelike.
I hope that you continue to work on this and get some more tiles especially instead of the test64 ones.
The only thing I didn't like a lot so far is you seem to spend a lot of time waiting on the enemies to move; I feel like that could probably be sped up some, esp when they are nowhere near the player.
Great entry!
Glad you enjoyed the game!
Thanks for the suggestion on enemy movement away from the player, I've added that to my list of things to help optimize the experience.
I am planning on continuing work on this with stuff like random level generation, more weapons, upgrades, etc. Should be trying to add some of that this weekend!
I had no problem with optimization as others and enjoyed the game, but I can't find out how to shoot! ;D I was though winning by avoiding being killed and staying in the middle and others were taken by lava :D
Yeah, I really need to add in a tutorial area to explain how to play. That, plus random map generation, and more weapons/armor/cards are on my roadmap for the future. The game still needs another week of me working on it before I'm done.
To shoot, you need a gun + ammo and to click on an enemy within range.
Thanks for the feedback!
cool idea, but for the current build hard to enjoy the game.
Thanks for the feedback! Is it just the lag in the current build that makes it hard to enjoy or do you think it's something more gameplay related?
Yeah, the current issue for me is lagging. Are you using server for this game (is the game multiplayer)? because the lag issue looks like a multiplayer game (rubber banding)
No, I've never dabbled in multiplayer (even though I really want to). Basically after the players turn I take away control to let all of the enemies take turns. To do this I have the enemies check for all loot/characters/danger around them in some really expensive operations. In Alpha-1 this all happens at once which causes a huge lag spike. I tried to fix this in alpha-2 (uploaded after you last played). I have more work to do still on this, it's only around 50% done and needs about another week of dev time
Great idea, if polished it should be cool! I like top-down games with a small arena.
Now it looks like there are problems with optimization, everything is noticeably sluggish, maybe you should pay attention to this.
Thanks for the feedback! The game is very unoptimized at this point unfortunately. I'm trying to get everything running then I'll go back and make it faster. I'm still trying to add in major features like randomly generated maps then I'll revisit game speed
There is a lot of articles about random map generation, I think you will find something suitable for you 😎. Good luck!
Turn-based battle royale? Nice! I didn't figure it out how to shoot though, and mostly everyone killed each other without me! But the idea is great and for the Jam that's a nice achievement!
You can shoot with the mouse, but make sure you have a weapon and ammo first. But yes, the fact that enemies can destroy each other without you allows you to be without ammo :)
Thanks for the feedback! I'm still working on the project and have a bunch of big things to do still like randomly generated maps.
Good done.
On web build for mesmth wrong with loader, it is just absent. Firstly thought that it broken, but then game loaded.
Plz add WASD to control the character))
I thought something was loading wrong but I thought it was just on my end. Thanks for the feedback! I'll get that fixed with a future build!