Play gameVisit StyRL's game page
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.
StyRL has some awesome ideas and plays pretty well but the fun is hampered by imbalance and a game that just feels too hard to get a decent run going. The idea of combat being determined by which direction you're facing is a fresh idea and works quite well. I didn't encounter any crashing or bugs either. Picking up items and managing inventory feels fluid and intuitive and the inclusion of items is definitely welcomed and adds to the strategy. I found the game's content to be pretty standard for a 7DRL with nothing too ambitious but something that still feels coffeebreak-ish and tightly designed. The one thing I didn't like with StyRL would be how difficult it is to get even a few floors deep. I appreciate difficulty in a game and especially a roguelike but this one seemed a little too much as almost every run would fizzle out fairly quickly due to enemies being overpowered. Other than that issue, this 7DRL does everything right.
The combined effects of weapons and fighting styles felt very unique. With little to no randomness (I couldn't tell if enemy moves were deterministic) this becomes something of a puzzle game. I like the concept, and would like to see more game/content on top of the core mechanics.
Uh. It might be a cool game... But it fails badly in explaining what's going on. And it is definitely not balanced. It's damn too hard and sometimes plain impossible. I thought I understand some point, but with different enemies the behavior was different and I don't know if it was a bug or I still don't understand how it works. Games where figuring out combat mechanics is part of gameplay are totally fine. But then the game shout provide enough hints and information for the player.
Successful or Incomplete?
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