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A jam submission

By Sea, Land, or AirView game page

Proc-gen delivery game for 7DRL Challenge 2019
Submitted by e96ab09c12f371c26 (@scriptsimian) — 13 hours, 2 minutes before the deadline
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By Sea, Land, or Air's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#872.0412.500
Scope#912.0412.500
Roguelikeness#942.4493.000
Fun#1011.6332.000
Completeness#1062.0412.500
Aesthetics#1062.0412.500
Overall#1122.0412.500

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.

  • Well done with your submission. The game is stable but feels sparse and uninhabited. The aesthetics are typical for a roguelike and can be improved with occasional variation or animation in the symbol used for land, sea and mountains (e.g. showing rolling waves, waving grass or misty mountains).

    Unfortunately the game play isn't fun or compelling at this point in time, it's busy work moving between points for no reward other than the count of deliveries completed.

    The need to change mode of transport would be innovative if it wasn't so trivial. The engine charges doesn't make sense or seem to impact the wagon or the boat, nor does the wind which should impact the boat at least a little.

    The scope of the game doesn't amount to much more than a tech demo at this stage. With some extra features and a populated world this might turn out to be something interesting though.

    This is a roguelike-like; have some roguelike featues but missing a lot that would make it a game of the genre.

  • Well-scoped for a 7DRL, I like how  we're experimenting with freely changing between three movement types. Another nice feature is the smooth terrain transitions, possibly Perlin noise derived. 

    While the juxtaposition of wind direction, terrain type, and engine charge does require the player to pay attention in order to smoothly move, the choices given to the player could be a little more interesting.  Also, I ran into an issue where a destination can spawn outside of the range of the camera aperture, requiring guesswork on behalf of the player to find the destination.  I ended up getting stuck on my 15th delivery because my hidden destination was somewhere on mountainous terrain and my balloon got stuck up against the very edge of the map. 

    • Completeness: 3 - Camera issues, no win condition, but other than that we've got a fairly nice project completed in Elm no less!
    • Aesthetics: 3 - Colored ASCII is just fine for a roguelike.  No creature comforts on the presentation, though.  No in-game keybinds, and the controls to switch between different movement types is not intuitive.
    • Fun: 2 - Lacking interesting choices, feels like more of a tech demo.
    • Innovative: 3 - The ability to switch movement types is novel take to an old genre.
    • Scope: 3 - Definitely scoped for a 7 day project, somewhat taking the platform into consideration.
    • Roguelikeness: 3 - No RPG mechanics, but it has procedural tilemaps and is turn based.

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