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The Rogue Gem's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthethics | #47 | 3.000 | 3.000 |
Innovation | #61 | 2.500 | 2.500 |
Scope | #71 | 2.500 | 2.500 |
Completeness | #86 | 2.500 | 2.500 |
Roguelikeness | #87 | 2.500 | 2.500 |
Fun | #89 | 2.000 | 2.000 |
Overall | #95 | 2.500 | 2.500 |
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.
Being cute without being annoying is hard. The music loop is almost immediately grating but thankfully you put in a volume slider at the beginning of the game (but it unfortunately comes back when the gameplay starts). The cuteness should come from feedback to the player's actions and the character's reactions, which are missing so the player relies on the status window. The little slim & monsters should squeak, emote and animate when attacking, being hit or fainting.
The feedback is important again with the absorb mechanic. The skills need some visual & audio cues when used to indicate what they do instead of having to read the status window for clues. The mechanic itself is intuitive to grasp and with some puzzles or other monsters in the level requiring certain skills this could be a great selling point.
The game needs a quest from the start like "find the MacGuffin" or "defeat the big bad" to prompt the player to search for each teleport. Currently the quest is "don't die" which doesn't give incentive to explore, especially in a turn-based game where monsters only move when the player does.
It's a pretty basic roguelike with minor mechanical changes. The bugs make it hard to play sometimes. Need more to make it unique.
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Comments
Cute graphics! I included it in my 7DRL Challenge compilation video series, if you’d like to take a look. :)