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Ratcatcher's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness | #79 | 2.449 | 3.000 |
Fun | #101 | 1.633 | 2.000 |
Innovation | #104 | 1.633 | 2.000 |
Roguelikeness | #111 | 2.041 | 2.500 |
Scope | #114 | 1.633 | 2.000 |
Aesthetics | #122 | 1.633 | 2.000 |
Overall | #124 | 1.837 | 2.250 |
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.
The 3d graphics with pixel art is a neat look, and I commend you for that. However I had some trouble getting into the gameplay. I found the best strategy was to kill a rat, back off to regenerate health, and then repeat until there are no more rats left. I feel like this design was a little too simplistic. The guards were a nice touch, but in practice they were fairly easy to avoid.
I had a few issues playing the game because the mouse controls felt very twitchy, and the inverted Y axis is something I am just not used to.
I did not feel there were very many aspects of this that felt like a roguelike to me, except for the permadeath and castle/dungeon environment.
A lot of these first-person / 3D 7DRLs don't seem to jive with me (and I do have a lot of experience playing FPS titles, including some rogue-lites).
- This game (and others) really needs some kind of sensitivity option -- I was able to manage it a bit with my local mouse DPI settings, but the sensitivity was still far too high for my liking. Likewise, the inverted Y-axis needs a toggle, it's far from standard in this style of game and shouldn't be the default without an option to change it, in my opinion.
- The starting room should be more "calm". I started the game getting ravaged by rats I tried to learn the controls (eventually I learned that immediately deploying the ratter helps clear the area for you).
- A mini-map would be a great feature. It was difficult to keep track of what areas were already cleared. This may be partially due to my disorientation from the controls scheme and sensitivity. After a while I felt like I couldn't find any rats and I wasn't sure where to continue to.
- Some furniture generation seemed awkward. There were areas that seemed impossible to pass through. Maybe the grid system you wanted to add would have helped here.
All in all this wasn't really my kind of game, but could do well with a little more polish.
Successful or Incomplete?
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