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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.
Judge feedback is anonymous and shown in a random order.
Overall I think this game was an interesting idea. I failed to beat it, and don't really have any idea how close I got.
My biggest complaint was the balance felt totally off. The AP system was interested, but it made a lot of things feel very punishing and unfair. Guns seemed really bad. I didn't figure out until my second play through how to even use the guns because they don't show up in the activate menu unless you have all 5 AP. Bare hand seemed to have the best damage per turn by far, where as the rifle is virtually worthless. The interaction of these systems encourages trying to careful tweak your movement so that enemies end up at max gun range so you can get a free shot. Then you need have to move such that they land next to you without hitting you to maximize bare-hand damage. While this is technically tactical, it also feels like extremely tedious play.
I usually ended up losing due to getting mobbed by skunks and then various other enemies piling on. Due to the AP system it seems impossible to employ typical roguelike combat techniques. Maybe I should have tried to kite things into mountain passes more often but also monsters appeared to spawn randomly infront of me, so I was kind of scared to retreat into the narrow areas because they offered no room to navigate or use the tactics described above.
Some serious work on balance could elevate this game a lot.
Also I crashed once during level generation. Wasn't able to reproduce.
Interesting feel. Things are larger scale than most roguelikes. The action point system gives it a different feel as well, thought it makes it harder to predict what will happen each turn.
Successful or Incomplete?
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