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A jam submission

The Infiltration of Citrus FortressView game page

A classic Roguelike with a ๐Ÿ‹ twist for the 7DRL 2020 Jam
Submitted by tonyrobots (@tonyrobots) โ€” 18 hours, 28 minutes before the deadline
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The Infiltration of Citrus Fortress's itch.io page

Results

CriteriaRankScore*Raw Score
Roguelikeness#972.8284.000
Scope#1172.1213.000
Fun#1202.1213.000
Completeness#1222.1213.000
Aesthetics#1312.1213.000
Overall#1372.1213.000
Innovation#1421.4142.000

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.

  • When the first encountered โ€œSโ€ kills me, I know I'm playing a roguelike:) While I don't have anything against a game that doesn't forgive the player his errors, this one seemed simply too difficult to me. Even though in my second run I found the possibly strongest weapon (great sword) at first level and my life was a chain of successes, I couldn't do almost anything against a few strongest types of opponents (including the Lemon King). Still it was pleasant to play such a classical game (rare for a 7DRL) containing many proven ideas.
  • Overall: The Infiltration of Citrus Fortress is an overall average entry for this year's 7-Day roguelike challenge. It scores high in roguelikeness because it plays very, very close to the classic roguelike formula. Despite some overly random elements messing with balance, it's a fun game with a bit of charm and at least a play or two is recommended. Good work overall; week well-spent. Completeness: The game runs pretty seamlessly overall, but there is a bug that affects the ability to pick up items if they happen to drop on a corpse. Also, the probabilities/maths/balancing of the game were not planned. I want to call out in particular, back to positives, a feature of being able to swap weapons/items easily and leave one on the floor and come back to get it later; not having to merely destroy unusable items is nice. Aesthetics: Standard roguelike aesthetics. The walls are more icon/tile-like and the entities are text-mode, and this reviewer would have rather seen more commitment one way or the other. One controls piece jumps out which is the inability to hold a direction to go in that direction. The monster descriptions are fun and on theme, though, and there's a bit of flavor text here and there that goes a long way. Fun: The game is fun for a few plays, but this reviewer found it a little too random to be engaging on a sustained level; at a certain point, between the randomness of item drops, player hits, and monster hits, the results of a given mission start to feel much more random than skill-based, and the most efficient method of healing is resting, normally. There's a lot of potential here; a bit more work on balance generally in the player's favor and specifically further away from randomness and luck-based elements would go a long way. Innovation: There's a little randomly chosen/generated menu of items to choose from for special level-up bonuses. That's about the most innovative thing. Scope: This is about what's expected for a 7DRL. Roguelikeness: This fits the bill! 3/3.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yes!

Is your game a roguelike or a roguelite? (If not, please don't submit your game)
Yes, roguelike.

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Comments

Developer (1 edit)

The Infiltration of Citrus Fortress was a learning challenge for me. This is my first 7DRL, and while I'd love to have done something high-concept and innovative from a design point-of-view, I instead chose to try to implement a traditional RL from "scratch" to the best of my abilities as a new game developer.

Developed in C#/Unity, without the use of any external libraries, with the exception of the Dice Notation module from RogueSharp. Game logic is 99% pure C#, with Unity only used for the UI/rendering. Font is Pixel Operator by Jayvee Enaguas under the Creative Commons Zero (CC0) license.

In the end, I'm really happy with the work. The system is decently architected for expansion, making it fairly easy to add new features and content. My intention is to continue development, though I was leave this version here as-is as an artifact of the 7DRL.

Some features that made it:

  • Variety of weapons and monsters
  • Items with customizable effects
  • Decent combat system
  • Player advancement system with player option each level
  • Loot
  • Multiple levels that scale in difficulty
  • Gold
  • Inventory
  • Weapon effects (e.g. "sharpness")
  • Player/monster conditions (e.g. "bleeding")
  • Health restoration over time

And some that didn't:

  • Music/Sound
  • (Wearable) armor
  • Monster special abilities
  • Vendors, or any use for gold at all :P
  • Speed system
  • Missile weapons
  • Spells
  • Rest until healed
  • Loot scaling

That said, give me another week, and I'll get to those too! Hope you enjoy. Please leave a comment either way. Thank you!