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Oodles-RL's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #55 | 3.266 | 4.000 |
Scope | #73 | 2.449 | 3.000 |
Completeness | #79 | 2.449 | 3.000 |
Fun | #83 | 2.041 | 2.500 |
Overall | #85 | 2.313 | 2.833 |
Innovation | #104 | 1.633 | 2.000 |
Aesthetics | #106 | 2.041 | 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.
First of all, the game looks horrible. Strange font that is hard to read, very spaced out text that is even more hard to read. Controls are somewhat wonky. There is no repeat mode for directional keys and there is no run mode in the game, which makes backtracking quite cumbersome. As for gameplay... I dig the idea, but I think the balance is somewhat off. It is simple math. Your DPT must be higher than spawn rate multiplied by mob HP. Which quite quickly become not true. And there you are stuck, unless the exit is really close. Weapons juggling become a chore quite quickly, especially if you don't find heavy hammer early enough. There is some potential in this idea, but the implementation and some design decisions could be better performed and thought out.
The game revolves around killing generators. These generators create fodder enemies which can be killed without taking any damage. The problem I faced was when there was 2 generators very close to each other. The enemies spawned made approaching a generator impossible, your only option was to shut the doors and move on but that theme was too common of a problem. Shutting doors is a good mechanic but it's also limited to locks as a resource. Taking down a generator is also a very slow process, switching to your hammer hitting the generator twice then switching to an appropriate weapon to kill a newly spawned fodder only to repeat this 12 times.
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