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A jam submission

OctarineView game page

2019 7DRL
Submitted by Draconis (@DraconisNZ) — 3 days, 17 minutes before the deadline
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Octarine's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#23.6673.667
Aesthetics#83.6673.667
Completeness#113.6673.667
Overall#113.5003.500
Innovation#133.3333.333
Roguelikeness#233.6673.667
Scope#263.0003.000

Ranked from 3 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.

  • Completeness:

    Looks like complete game. I didn't encounter bugs, and this entry seems very polished. Some elements of game mechanics are to exploit, though.

    Aesthetics:

    Nice tiles, fluid animations (but a bit to slow for my taste, at least for unskippable ones), straightforward controls and rules.

    Fun:

    Octarine is another proof that best 7DRLs are these with one simple, catching mechanics, and whole game is built around it. This game is about zapping wands. Just it. And it works. Combat is very simple, but there is variety of rods to use - green tangles enemies, white heals both caster and monster, etc. It makes experimenting engaging, especially at first. But even after few runs, Octarine remains fun game.

    Innovation:

    Playing as caster without melee attack at all, recharging mechanics - nice things, but sadly - not enough to score "4".

    Scope:

    Reasonable for 7DRL.

    Roguelikeness:

    +

  • Solid controls, solid gameplay, excellent use of magic mechanics to give a new twist to combat. I love how it wasn't just "different elements give different damage", it actually had different effects. It took me a little to get used to having to remember to keep track of the number of attacks I had left, but it was a great way of forcing people to use whatever spells were around. Absolutely loved it.

  • Wizards and spellcasting! Octarine is based around charging up to three different wands at once with a variety of abilities, gained by standing on a rune with an empty wand. And there are runes *everywhere*. Figuring out all the spell effects and interactions is fun, and monochromatic tiles really suite the gameplay. One color per wand or element. In terms of what to improve, there doesn't seem to be much, although it might be better to have the entire left strip of the UI have a black background, to include all 8 of the current wand's uses rather than just blacking out the background above the top ones. Also a persistent way to see at a glance what three wands are currently held, rather than have to cycle through them all. Something like having the rune icon in the UI, as well as the number of charges remaining, if possible. Depends on what might fit. Oh yeah, also a way to exit out of the attack action if you've already activated your wand but change your mind, like just pressing 'z' again to return to normal movement. Love this one, a really good example of a tightly focused and fun 7DRL.

Successful or Incomplete?

Success

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Comments

Jam JudgeSubmitted

I had a fun time playing this!  Some of the mechanics are a bit inscrutable at first, but I really liked slowly figuring them out over multiple deaths. Haven't managed to kill what I assume is the "final boss" yet. The art is charming and completely coherent -- everything feels like it belongs. Though, at first, I didn't really notice the difference between floor tiles and the "void."

Also think I found a small bug -- I pressed Z to aim, but then pressed X to swap before shooting, and it jumped past the "reload" option. So I had infinite ammo for one rune.

Submitted

Good game!

Submitted

Hey this game is pretty dang cool.  Looks great, controls are intuitive.  Nice work!