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Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Maybe the scope was too ambitious for the time (giving the execution). The unfinished dialog system (e.g, showing placeholder texts instead of the user's input such as the hero's name) is a detriment for immersion. The onscreen windows with data (HUD) give a good vibe of RPG; but the lack of visual feedback makes very difficult to know if there's any action happening around the player, to the point you can die without even knowing you were in the middle of a battle. The need to click the square next to the player where you want to move, get's tedious very quickly.
Overall the game looks promising, but the lack of completion gets too obvious resulting on a very poor user experience.
This game seems ambitious but very incomplete.
There are a lot of different kinds of monsters, each with numerous stats. There is a varied landscape with water, rocky areas, trees, and so forth. There's a transparent windowing system.
About half of my games ended by dying on the first turn, because I spawned adjacent to a monster. Many more ended as soon as I stepped adjacent to a monster. I eventually found one kind of monster I could sometimes defeat. The main character can move off the map by a couple of squares, sometimes. Terrain types do not seem to matter, apart from trees; player and monsters traipse across the water. The interface is a bit odd; you have to mouse-click on squares adjacent to the player to move or attack.
I think perhaps the level of ambition was a bit high for what can be accomplished in a 7DRL. It's tough; I know that from personal experience! My game this year was an incomplete. Hopefully the author will be back again next year with a game that is scoped down to something that can be completed and tuned in a week.
Successful or Incomplete?
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