It is a nice little game. The difficulty level also felt very reasonable, which I feel is kind of rare for a jam roguelike.
e_sid
Creator of
Recent community posts
You alternate pressing the left and right arrows keys to move the River Man forward (you want to mashing them to increase your score). To score on a soul, you have to have your guy be above them and also have the key match their type. You can swap type, by pressing the left key followed by the left key or the right key follow by the right key (it depends if you are collecting a good or bad soul). By doing all this, you score points and the final score is calculated after 60 seconds.
Thanks for review this. I agree with most of the critiques. The only thing I think you did not understand (and I could have done a whole lot better explaining ) is how battling works (basically it adds up all your weapon stats, you then do damage to the yeti based on that number and if it does not kill them they attack you with their power level, and the cycle repeats until one of you dies).
I like the concept and I think a city being destroyed by a giant monster is a good fit for a grid based game. However, I think the game some times feels really hard, especially when multiple tanks show up or when the jet starts shooting missiles (although I think a game being punishing is very much in the spirit of a rogue like). The only thing I really would change beside difficulty is having a quicker way to heal life when there is no enemies around, like press space to skip forward 10 turns. Overall, fairly good for what I think is your first game.
I am really happy to hear you like it and played it for as long you did. I think you hit on all the exact things I was trying to do with this game (and explain them better than I could have to boot). Also about your feedback of not understanding things at first, I originally wanted to add a dialog box that would explain your stats increases as you pick up items or fight (but ran out of time). Something like "you gain 1 sword" or "you lost 58 life, 2 arrows, and 36 magic over 2 turns of combat".
the game was supposed to be confusing, but I over-tuned it. The inspiration came from time waster phone games, mainly "swipe the arrow" where making mistake is to be expected. What I think I missed is that in those game don't require memorization and are more focus on making people make split second decisions.
yea, the UI being bigger is something I wish I had did, I had originally wanted something that matched the spacing of the bricks but realized it was a little small after the submission time. The game also being too confusing came from not wanting to make it too simple, if I could go back I would have kept the arrow keys the same, and just done A for flower and S for Leaf.
Thanks and it is kind of what I expected. I spent the majority of my time getting the colors and graphic the way I wanted them and then kind of was like ... o yeah ... I need to program a game as well. I posted a picture about which button to press and when to press them, though I still think it might be confusing.