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greater_nemo

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A member registered Feb 24, 2016 · View creator page →

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This is a cool game and was a fun play. 

I think the more I played it, the more confused I got. Like sometimes I'd have to fight random letters after guessing 4 green and 1 gray, versus when I guessed more grays and yellows it was very obvious which letters I'd have to fight. I don't have a clear idea of what factors into my damage output or why I'm doing that much damage, nor the enemies' damage dealt back to me. I like the small layouts but the game can be very unforgiving if you get a couple of bad openers, and I've lost games where I felt like I should've been fine eating 1 more hit before healing. 

I think this is very clever for (effectively) using a separate game as the random seed. It feels good to look at the dungeon I have to play and knowing that my Wordle choices had some degree of influence in how the RL side played out. Overall I really like this, but I think it sits in a weird mid-ground where it is trying a simplified presentation style that the numbers behind the gameplay are clashing with. I think this might benefit from either making clearer the player and monster stats or by making the whole thing simpler and using smaller numbers. I like that you mention Desktop Dungeons as an influence, and I'd point out that Desktop Dungeons is predicated on showing you exactly how much damage you and the targeted monster will take if you attack it.  👀

But really, for a 7DRL, this is dope and I think you did a great job. 

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This is a great adaptation of an existing game in a way that makes sense as a roguelike. This is the only Wordlelike other than Squabble that I've seen built around "keep guessing words until you die", and the turn-based nature of a roguelike is also a nice mechanical callback to the ponderous nature of Wordle as a game. It's kinda funny, for a game so small with such a specific gimmick, it pulls in a lot of core RL features. I love this.