Play gameVisit One Way Out [7drl]'s game page
Ranked from 2 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 very cool concept. Player is a wizard making a last stand against a seemingly unstoppable horde of enemies. A useful selection of spells makes for interesting tactical decisions, and resource management is key. Damaging and killing enemies gets you much-needed mana for spells, but you can very quickly be surrounded in melee combat. Wounds do not merely do damage, but cause the player to bleed more and more over time, so they must be managed. Taking a turn to pick an arrow out of yourself is a fun concept.
Gameplay is brutally hard, but persistence reveals threads of hope as viable strategies and combinations of spells become apparent.
Very good work for a 7DRL and specially good for a first-ever roguelike. I expect a lot more from this developer in the future.
One tip - I would love if the spells were bound to keys like 1-5. It would make gameplay a bit quicker.
Fly you fools!!
Infinite defense is an interesting subgenere and not very well explored as a roguelike. But infinite defense is only interesting when there is an infinite progression of defender vs infinite strengthening of attackers. In this game neither defender nor attackers are evolving. Once you find and enter the loop, it's only a matter of patience and luck. Each cycle is the same. And it looks like author didn't planned for a possibility of near infinite defense. The game slows down with each cycle up to unplayable state. Yes, the game overwhelms with number of enemies and scale of spells, but IMO it would be much better if these numbers and strength of spell would grow over time, instead of being like this right from the start.
Successful or Incomplete?
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