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A jam entry

LPN9View game page »

A robots journey to Hades
Submitted by webthingee with 1 day, 5 hours before the deadline

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Visit LPN9's game page

Results

CriteriaRankScore*Raw Score
Fun#213.0003.000
Innovation#612.5002.500
Scope#712.5002.500
Completeness#862.5002.500
Aesthethics#862.5002.500
Roguelikeness#872.5002.500
Overall#892.5832.583

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

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Played fine in browser, bonus points for controller support. Didn't have what I'm looking for in a RL (turn-based tactics, exploration, mystery), but it does what it sets out to do. Only frustrations I had were sometimes getting stuck in "pits" and the attack range seemed unpredictable. Whether that's just a UI issue or something deeper, I don't know.

  • This was a fun little proc-gen platformer, but missing a few key features that kept me from really enjoying it.

    Probably the biggest issue for me was there was no real sense of progression. I made it through 6-7 levels without finding the end of the game. My coins and enemies count reset every time I made it to a new level so I wasn't sure if I was actually progressing or if the level was starting over at every door. If the game is meant to be an infinite descender then some way of emphasizing that would be helpful.

    Easy fixes might be:

    -A floor counter in UI

    -Don’t reset coin count and enemy count on new level

    -Graphical/color changes as floors progress

    Another thing that might give it a bit more depth is Items, enemies, or abilities that might change how I approach each situation. Despite being procedurally generated the way I handle each platforming section or enemy placement is largely the same. This kind of ties into my first point about having no user feedback that I was progressing.

    -Minor buggy things-

    -A few times I died when I touched walls, I feel like it was intended but I wasn’t sure why I died.

    -The climb/”fling yourself up walls” button did not work on the controller, keyboard controls worked fine though.

    Overall, I think this is a good foundation that you could build off into a more fully featured game.

Successful or Incomplete?

Success

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Comments

(+1)

Neat little game! I included it in my 7DRL Challenge compilation video series, if you’d like to take a look. :)

Developer

I'm gonna call this a success, but there are a few bugs, I didn't get to spend much time on the audio, and there is Soooooo much more I wanted to do. But if the criteria is a playable game, to me, it's a success.