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A jam submission

RogueLightView game page

Rogue Light is a top-down isometric rogue-lite, navigate your way through the rooms while working under a time limit.
Submitted by IAmSingleton, DwellerInAHollow, davysartcorner (@davysartcorner), Insoel, SdoggaMan — 24 minutes, 9 seconds before the deadline
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RogueLight's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#6533.0003.000
Cleverness#7553.0003.000
Playability#8043.0003.000
Artistic Style#9703.0003.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • I enjoyed the game and it ran fairly smoothly, but I did have an issue where the ranged shadow enemy moved through walls, shooting through walls, and one got stuck in a wall to where I had to restart the game. The procedural generation of the dungeons worked well and added replayability to the game which made it exciting.

Did you include your Game Design Document as a Google Drive link?
Yes

Seriously... did you include your Game Design Document?
Yes

Is your game set to Public so we can see it?
Yes

Tell us about your game!
The page description has all the info but here is a brief summary:

Rogue Light is a top-down isometric rogue-lite about strategizing ways to fight off your enemies, crafting items to enhance your abilities, and navigating your way through the rooms of a decrepit castle while working under a time limit.

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Comments

Submitted(+4)

Top-down isometric 3d roguelite, I love it, super fun. Reminded me of Diablo. The art for the enemies was weirdly cute (in a good way) and omg I looove the effects you used. The whole game felt very juicy and pretty. The floating embers were an especially nice touch. Great job.

Developer(+1)

What glowing feedback, thank you so much!! The art and implementation really sings here, I agree, I'm super proud of the team!

Submitted(+4)

Great concept!

I love your environment building and monster designs!

As a hack-and-slash, I would love to see more responsive attacks and some interesting combos!

And personally, I would see myself using Shift key as dash more often.

It could just be me, but I couldn't figure out crafting T_T maybe some tutorial would be nice.

Conclusion, I think it's a cool game, would love to see you develop more!

Developer(+1)

What a great comment! Thank you so much! I wholly agree; with a little more time, I think we'd have dug into the combat and a tutorial, even if just a controls section in the menu.

Submitted(+4)

Awesome and fun game, love the shadow sprites!

Developer

Thank you!! Love that you loved it!

Submitted(+4)

This is really well done. The room system and layout of the map feels good. I like the design of the player character and the shadow monsters. Overall great game!

Developer

Thank you for your kind words.

It means a lot to us seeing people actually be able to enjoy parts of our little game!

Developer

I echo what Insoel said!! Thanks for playing and enjoying our lil' game!

Submitted(+4)

I liked that the experience was quite whole. Once I got a hang of how many hits each monster type took to beat, I had fun charting my path through the level like "Let the first monster get close, light attack twice, dash to the rangers and close the gap with the heavy attack"...

Good stuff!

Developer(+3)

That is the best compliment I could have, and I’m sure the rest of my team agree with me on this. Having a player engaged and having fun is the best we could hope for and it makes me very happy that was the case for you <3

Developer(+2)

It's one thing to hear stuff like "your game is good" but hearing people actually play it like a real game is just something else, it makes it feel that much more legit. Thank you so much! Glad you enjoyed!!

Developer(+1)

This was exactly what we were hoping for! Thank you so much 😁

Submitted(+3)

The gamefeel is good and the Hades inspiration is very clear. It was hard to see enemy attack animation telegraphs, so reacting to them was very difficult. And since losing light also makes you weaker, its a really challenging snowball effect. I didn't find enough elements to do any crafting and the first boss compounded the difficulty and I couldn't progress. And the boss kept running behind the walls so you couldn't see attack animations OR see if you were hitting them.

Developer(+1)

Thank you for your comment.

Yes we share the same sentiment regarding the boss, a lack of play testing on that part really weakened us as the goal was to allow players on this game to atleast progress some floors, learning with each defeat and optimizing their strategy as they deemed correct.

Developer(+1)

Insoel's right on the money here. Ah, to only have a few more days... Isn't that always the case!

Submitted(+4)

Love the effects and small details (the slowmo when you get damaged for example).

The boss hiding in the corners during combat to remain unseen is a big meanie :D

Developer(+1)

Thank you for the kind feedback <3.

We tried to jam in as much as possible and one of the consequenseces was the boss not being fully balanced and play tested

Developer(+1)

We played Risk of Rain and went "Hmm, now what if all those floaty dudes left us alone for once?" haha!