Game Design
So the game was pretty solid, the layout seems randomly generated, a larger ammount enemies were present. The kill potion seemed a bit overkill or i just got lucky how commonly it dropped from enemies.
Sadly after i killed the boss, the animation got stuck, and i had to restart the game. I thought the coins were persistent but as the end froze for me i could not test it.
The bullets seemed to have a falling curve which is pretty strange for the choosen perspective as the gravity should point into the middle of the room not the bottom part.
The UI seemed to be fixed instead for responsive as some texts and parts of the map were off-screen for me. ~(1600*1050)
Level Design
Variety of rooms, with varied terrain elements. My only “issue” was that for the first time i thought the plants are just props as they had the same color as the tables and did not move when i entererd the “classroom”.
Art
The art is pertty good and has a nice handmade charm to it. Enemies were varied and animated.
Sound
Funny intro, homemade effects nicely edited (or just recorded with quality). The classroom bell was the only thing that was a bit too loud compared to the other sfx and gfx from the game.
Adherence to the theme(s):
The 3 “themes” was clock, orange, school. The choosen theme was school which was nicely executed. The clock element was also present as a gamelength setting, nicely incoroporated to our sleeping schedule during a boring class.
Originality
Pretty original idea, with resemblence of The Binding of Isaac.
Replayability
With the length customization and the varied pickups, level generation and maybe persisnet coints the game is highly replayable. (but the end screen freezem must be looked into)
Is this a roguelike ? As said in the replayability section the game has length customization and the varied pickups, level generation and maybe persisnet coins, so it is a pure roguelike in a sense.