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No'hanz's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #1 | 4.000 | 4.000 |
Aesthetics | #8 | 3.667 | 3.667 |
Fun | #11 | 3.333 | 3.333 |
Completeness | #11 | 3.667 | 3.667 |
Overall | #17 | 3.444 | 3.444 |
Scope | #26 | 3.000 | 3.000 |
Innovation | #40 | 3.000 | 3.000 |
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 - 4
Very polished and everything is where it should be. No expectations missed.Aesthetics - 4
simple but pleasant design. Clear information and feedback.Fun - 3
The lack of clarity on what the traps do, and why, is what holds the fun back for me, and prevented me from engaging in the game. However, the basic approach is well put together and enjoyable enough.Innovative: -3
The only interactions outside of bump attacks are triggering static traps, forcing you to think about how to use them. However, it is not clear when the trap will effect you, or why it doesn't.Scope - 3
Reasonable variety of monsters and traps, though functionally quite similar.Roguelike - 4
Feels very much like a classic roguelike, but as you might remember it, with lots of the niceties that add to the genre.Neat concept to build a game around. Enjoyed the grass/trampling mechanic. Sound effects were a nice touch. Interesting to strategize around monsters draining your stats, raising stats with traps, some positive traps only affecting everyone other than whatever sets it off... Game felt rather complete although I haven't made it to the end yet. True roguelike in mechanics and gameplay. Really deserves a farlook command.
One of the best I've played! The game feels complete and polished, the aesthetics are amazing with different types of vegetation and blood splatters, clearly marked traps and the simplest of control schemes. I had a lot of fun discovering what the different traps did and figuring out how to exit the level with maximum health and hunger levels. The game is innovative with the a neat twist on the usual mechanics. The scope of the project is what I've come to expect from a 7DRL and as for it's roguelikeness it's spot on. Well done!
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Comments
Nice!
This piece is really charming and has a ton of nice touches. The visuals are nice and rich, with the combination of periods, quotations, and other characters in carefully chosen colors and shades creating a very nice tapestry of information. I found the central mechanic un-intuitive at first...the fact that all the traps are called "traps" and aren't identified at the start left me feeling like I was just running around at random. But after more playing (and careful attention to the event read out at the bottom of the screen) a real logic emerges.
The range of different effects that are generated by the traps is truly impressive. I was particularly taken by the splash of psychedelic color produced by one of them. And the first time my soul transferred into my clone was amazing. Though, I wasn't always clear what certain positive traps were doing, and which could be used multiple times...vitality, armor, and experience traps all left me feeling a little unsure of the systems they were impacting and how.
In two different games I ended up transforming into a T'itan, which seems to pretty radically jump your power level and ability to move through the levels. I did not discover if there's any way to return you to No'hanz' form.
I left the game with one big wish: that there was some means to get information about the different monsters - HP, attacks, special properties, other than just smacking into them. I think this would make it a lot more fun to make decisions about which you just bash into and which you strategize around. Otherwise I had fun with this.
> I did not discover if there's any way to return you to No'hanz' form.
You can morph back with the morph trap. The trap in general feels like too much of a gamble though, since it seemed relatively rare during my games.
> I left the game with one big wish: that there was some means to get information about the different monsters - HP, attacks, special properties, other than just smacking into them.
There's some information in the "Spoilers" (click "Tips" then "Spoilers"), but it doesn't include full details. The game could really benefit from a farlook/examine command which gives the same information in-game.