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A jam submission

Fell Into a HoleView game page

7DRL 2019
Submitted by PTrefall — 16 hours, 29 minutes before the deadline
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Fell Into a Hole's itch.io page

Results

CriteriaRankScore*Raw Score
Roguelikeness#553.2664.000
Aesthetics#692.8583.500
Scope#912.0412.500
Fun#1011.6332.000
Innovation#1041.6332.000
Overall#1062.1772.667
Completeness#1201.6332.000

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.

  • I came across a number of minor bugs during my playthrough, as well as one that crashed the game.  Game tiles and animation look very nice and combat is good.  Projectile mechanics are neat.  The first floor seems to always be the same?  Other floors appeared generated, although with some oddities edge of the map not bounded by walls).  All floor map memory is lost if you leave the floor and return.  WASD and mouse as only movement options is less than ideal, numpad or arrow key support would be a huge improvement.  

  • Completeness - 2

    Quite a few small issues such as: 

    -AI pathfinding seems to fail sometimes as enemies run close and then just dance around. 

     -There are black edges to some of the dungeon, rather than it being walled off as the rest is. 

     -The fireball can co-exist on a space with an enemy without triggering.

    Aesthetics -  4 

    Autotiling, idle animations and a gradient on the fov. Some nice little touches and a clean delivery of information. A pleasure to look at. 

    Fun -  2 

    The enemy's unusual and almost out of sync movement held back the games enjoyment. 

    Innovative - 2 

    Pretty simple, but pleasant. 

    Scope -  32

    Limited enemies, simple dungeon generation and only 2 abilities.

    Roguelike - 4 

    Classic roguelike feel as you explore the dungeon and slay the monsters. 

Successful or Incomplete?

Success

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Comments

Jam Judge(+1)

Hi!  This looks like some solid groundwork for what could be a great game.  The tiles and animations look great, and the DCSS-like projectile mechanics were fun (although difficult to play around at times -- I'm sure this was by design though).  An option to use the number pad or arrow keys for movement would be very nice, I eventually resorted to using the WASD keys with my right hand.  Mouse movement wasn't ideal because movement continues after an enemy is spotted.  I came across what I assume is the "undead mage" crash that was supposed to be fixed (see image below, game was crashed there and wouldn't allow me to enter any input).  That was the only game-breaking bug, but I also ran into others: First floor is always the same (probably intentional?).  A corridor can lead to the edge of the map, instead of a wall bounding the floor (see image below).  You lose all memory of a floor's map if you leave the floor and re-enter -- this makes it difficult to go back to previous floors.  You can see monsters out of line of sight if the tile they are on was revealed previously.  At one point I leveled up and my hp went up to 58, then I picked up a healing potion and it dropped to 53 which is what my hp was supposed to be.  Damage numbers on screen don't always match message log.  Projectiles will be shown on top of the character but damage won't be applied until the following turn.  Monster movement is strange when adjacent to player: the monster will move to engage where the player *was*, on the same turn that the player moves to engage the monster (try this:  if you are diagonally adjacent to a monster, move up -> right -> down -> left -> up, etc., in a circle and you'll just keep chasing the monster in a circle).  The message log for some items implies an upgrade even if it's the same item you already had (this mostly happened with one of the shields).

Overall this game shows a lot of promise but the lack of polish and the crash bug deterred me from playing it further.  I'd love to see what it can become if you decide to continue developing it  :)



Developer(+1)

wow, this was thorough! 

I appreciate all the feedback! The framework I based the project on ended up being a bit of a disaster, but I only had two days to spend this year, so any polish went out the window.

I will probably not continue to fix this game, but I'll make sure to come better prepared and spend a full week next year 😁

Thank you!