Play gameSummoner's Handbook's itch.io 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.
Fun game, it's been a while since I've played a "tower defense" style game :)
I played this quite a bit and I think it is more of a defense game than a roguelike, but it's a nice twist on that genre, and an expansion on that idea could become something really interesting. Most of the proc gen seemed to be on the floor layout, which seems to be some randomized pre-fab areas since I saw the same rooms across different runs. Great aesthetics, very polished, very "complete" feel here. Multiplayer seems like an interesting touch although I didn't get to test that part of the game.
Really impressed with this. I was only able to play the single player mode, but I still had a lot of fun, and managed to get a win with Necromancy. It's really pretty to look at, and the UI is well thought out – you can jump straight in and intuit how everything works. Some tool tips for the items would be nice, even if you have to use them once to identify them. I liked that better gear is automatically equipped. The battlefield is large enough that it becomes quite hard to recoup gold in between waves, but I'm guessing that was an intentional decision.
Super polished and solid game. I think combining roguelike elements with a tower defense game has a lot of potential. I was only able to play the single player version, so take this review with a grain of salt.
In terms of general usability this was very easy for me to pick up and I understand. The graphics were great, and the screen shake and hitflash gave it a very satisfying, arcadey feel. A skip dialog button in the beginning of single player would have been nice, but that is a very small gripe.
I do wish there was a little more variety in the defensive units, or at least synergies between them. I found the optimal strategy was to build the most expensive units I could afford, and then play far enough up that I would have time to collect gold between waves. I think having a few more types of units at each tier would add a lot more strategic depth to the game.
However I recognize this is a 7DRL and more content (especially with sprites) is not always feasible. This a fantastic effort, and the inclusion of online multiplayer is always impressive as well.
Successful or Incomplete?
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