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A jam submission

SpectRL: Arakhon's AscensionView game page

A 6-dimensional roguelike about a dragonspawn who wants to ascend to the highest plane of existence.
Submitted by Zoltan Kosina — 1 day, 5 hours before the deadline
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SpectRL: Arakhon's Ascension's itch.io page

Results

CriteriaRankScore*Raw Score
Technical#24.0004.000
Theme/Limitation#43.5003.500
Graphics/Animation/Imagery#44.0004.000
Overall#93.2003.200
Fun#132.5002.500
Music/Sound/Writing#202.0002.000

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on the game?
1

What elements of the game did you NOT create? (No need to mention engine, OS, etc.)
music

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Comments

Submitted

Beyond what other's have already said, I was most impressed by the mouse path-finding. Just as I was starting to dread searching the entire maze with WASD, I started using the mouse and it worked really well. Kudos for a well ironed out quality of life mechanic.

Submitted

There's some decent stuff here. I liked the hero's vision and the way that the player is basically moving through dimensions to get through the maze. As others mentioned, the world did feel empty, and the musick, while interesting, just repeated into infinity. I could see this becoming something really cool if given development beyond the jam. It really reminded me of wandering through the dungeons of ADOM, Rogue, and The Legend of Zelda late at night and alone.

Developer(+1)

Thanks for your feedback. I'm glad that it reminds you of classic roguelikes. I'm not planning to continue this game in its current form but I will certainly implement elements of it in my future games.

Submitted

The dungeon generation is cool and I like the vision indicator as well. After running around for a while I only found guys that gave health potions and guys I didn't have enough gold to trade with. I never did find any gold sadly. I did eventually find and enemy and died right away. The music plays again over itself on restarting. I ran around for a bit more but couldn't find another enemy or where to go. I've seen in other comments that you ran out of time which is totally understandable. What you did make works well. 

Developer

Thank you very much for your kind feedback!

Submitted

Interesting concept! Good execution on the "player vision" and the dimension mechanics. The world was very empty, though, not really anything to do but wander around. I didn't recognize the enemies until they started moving. The wide character spacing in the "help" -menu makes it hard to read. The music looped around a bit too much, had to take my headphones off at one point. Is there an ending? The highest dimension? I made it to the red area twice, died both times. Overall, if the game had more stuff to do/see, it could be very interesting!

Developer

Yeah, I used the wide characters as a workaround to keep the fixed width of the game screen for all three types of fonts. I saw how the help looks but as a lot of content was still missing from the game I decided to keep it as is, and I still couldn't add everything I wanted.

Music was another issue I didn't have time to handle better, so I just added to mute button, and left it as it is.

There is definitely and ending and a nice end screen I spent way more time to create than I should have been. Especially because even I couldn't reach the end during the jam. If you are interested in it and has ways to launch a browser-based game locally, just download it, and change the hero's start position in the /src/world.js file to 10,10,0,0,0,0. But yeah, it's in the red.

Thanks for the feedback! Glad you liked the concept and mechanics!

Submitted

After death the music runs twice (and only 1 can be muted)

Also, there seems to be very little to do? I didn't get up to the point where I died the first time my 2nd try, as the maze is just so large and empty...

Developer

Oh, I didn't notice the music bug. Good catch.

Yep, creating the base of the game, the maze-system took a lot more time than I expected. So I wasn't able to add the majority of the content that would make this game a little more than a barebones maze-game.
I had time for only one type of hostile, neutral, and friendly NPC and one kind of sub-maze. A surface-world with forests and villages, and dungeons with traps and locked gates with keys and levers, these were all part of my initial plans. My original inspiration was Hexen: Beyond Heretic with its hub-worlds. Well, as always, I chose a concept that is too big for a week-long jam, but at least I used a week-off from my main project to try this long-cherished idea.

Thank you for trying it out and commenting!