Play game
Rescue Timmy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #1 | 4.000 | 4.000 |
Scope | #26 | 3.000 | 3.000 |
Aesthetics | #30 | 3.333 | 3.333 |
Completeness | #52 | 3.000 | 3.000 |
Fun | #58 | 2.667 | 2.667 |
Overall | #61 | 3.056 | 3.056 |
Innovation | #83 | 2.333 | 2.333 |
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 - 3, Aesthetics - 3, Fun - 3, Innovative - 3, Scope - 3, Roguelike - 4
Poor Timmy.
Congratulations on the submission. I had fun trying to rescue Timmy. I noticed quite a few "quality of life" improvements to this game, which is going to stick with me when doing any fooling around on my own experiments. I liked that everything was auto-equipped, and that doors / ladders were auto-navigated. The torch was a neat idea.
Being a roguelike, I was only wishing for any kind of weapon stats so that I could see / "feel" empowered by the pipe vs. the wrench for example. But that's a minor observation.
Great work!
Time to rescue poor Timmy! The aesthetics are nice in this 7DRL, which pretty much distills the roguelike formula to its simplest, without giving a whole lot of real choices to make, primarily just sidestepping enemies wherever possible and picking up gear on the way through procedural maps looking for the stairs down. The very simple automatic inventory is great, just walking over items to swap with what you have if it's of the same category as one of your own items, or add to your current inventory if you don't have anything like that yet. The main drawback to Rescuing Timmy is that the the moves are far too slow. Pressing movement keys very fast still results in our @ hero slowly which isn't great given how much ground there is to cover on the trip down (and back!). I later switched to another browser for a different run, and it was a little faster, but still slower than one might expect for an ASCII roguelike.
Beaten.
The ascetic was messy at first, but I quickly got used to it. Some graphics like the little "o"'s I thought looked intractable but weren't.
Some enemy encounters can be pretty luck-based, getting the most effective use out of the axes area of effect requires the enemies to behave stupidly and line themselves up rather than the player acting smart. Avoiding enemies can take a large, random amount of time and is easier to do once the player learns about the wait key which didn't seem to be documented anywhere.
Successful or Incomplete?
Leave a comment
Log in with itch.io to leave a comment.
Comments
Completeness - 3, Aesthetics - 3, Fun - 3, Innovative - 3, Scope - 3, Roguelike - 4
Poor Timmy.
Congratulations on the submission. I had fun trying to rescue Timmy. I noticed quite a few "quality of life" improvements to this game, which is going to stick with me when doing any fooling around on my own experiments. I liked that everything was auto-equipped, and that doors / ladders were auto-navigated. The torch was a neat idea.
Being a roguelike, I was only wishing for any kind of weapon stats so that I could see / "feel" empowered by the pipe vs. the wrench for example. But that's a minor observation.
Great work!
Thanks for playing :)