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Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback is anonymous and shown in a random order.
A thought this was a really good, really complete effort. The mechanics were well explored, and the artwork/mood was sensational.
I did seem to hit repeated no-win scenarios. These mostly involved getting stuck in the top chambers of the final rooms, where (due to the inability to move diagonally, not go into the chamber lest not be able to escape, and not be able to spook away further or get them away in the first place) I died repeatedly. I wasn't able to go past night 3 without encountering one of these situations.
It does a feel a bit more like a puzzle game than a Roguelike. Specifically, the limited set of rooms seemed to have specific solutions rather than exhibiting roguelikeness. But as a game, it worked.
I played the game for about 40 minutes. If the game has a win condition, I didn't find it.
As I said, this is well done. Congratulations on completing it within the time period.
Ghoul is a simple game about collecting treasure in crypts and it has a great aesthetic. The tiles are Oryx (well put together here) and the fonts, though somewhat hard to read, are oozing with style. Your characters have randomly generated names, which is cool. There's not too much procedural generation. Your runs consist of a handful of standard levels. Once you figure a few tricks about the enemy AI and the two things you can do (wait and push monsters away), the game becomes very easy. It appears to allow runs to be strung together endlessly, but it'd be nice if there was some more meaty gameplay to support that.
I really enjoyed the graphics, and I think the multi-run highscore idea ties in nicely with the grave robbing theme.
I found the gameplay to be slightly shallow, each room seemed like a matter of baiting the enemy into following me at a far enough distance that I would be able to exit the room and re-enter it safely. If this could not be accomplished, and an enemy ended up close to me then it seemed like I had no real way to get myself out of that particular situation. I guess it seemed like my tactical options for most rooms were limited, and I wish I had more tools which I could use to navigate these situations.
I played it on a pc and the lack of exit/quit button was kind of frustrating, although I understand this would not be an issue if I was playing on a mobile device.
I think this has potential as a mobile roguelike. A few more room types, and distinct enemy types would go a long way in livening up this project
Successful or Incomplete?
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