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A jam submission

Crypt of the Bone KingView game page

A Broughlike for #7DRL 2020
Submitted by Tinytouchtales (@tinytouchtales) — 13 hours, 14 minutes before the deadline
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Crypt of the Bone King's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#14.0004.000
Scope#213.0003.000
Aesthetics#223.5003.500
Completeness#233.5003.500
Overall#263.3333.333
Roguelikeness#403.5003.500
Fun#802.5002.500

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.

  • The game was initially difficult to control and understand, but with some persistence I got to a point where things fell into place. There is a nice amount of depth to the gameplay so it was worth a play. The sliding dungeon row/column mechanic is fun, and I think would be fun to explore in a more traditional roguelike too.
  • A Roguelike version of Gridcannon where you shuffle lines of tiles and cast spells. The art style is fantastic and looks great. Controls work but are not particularly intuitive and take a lot of getting used to, especially since lots of actions require you to hold down the mouse button for a long time and the action you actually perform is very contextual. Often things do not work and it takes a bit of trial and error to work out why. There are quite a few complex rules in place which make playing the game a bit of a brainteaser, although beyond the challenge of figuring things out the actual gameplay isn't particularly enjoyable. Because spells are tied to location, the key to combat often seems to be to camp in a row/column with a useful spell and wait for the enemies to step into range. The necessity to arrange bone piles around specific directions of the exit is tedious and frustrating, especially since the exit seems to show up at the end of the 'deck' and this limits the ability to slide it to a suitable location. Adding to this, enemy movement doesn't always seem to be predictable so it can be difficult to maneuver them into the place you want them.

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)
Rougelike

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Comments

Submitted(+1)

I didn't really understood everything with how the runes works but I really like the concept and the graphical choices! Would need a good tutorial but very cool game. Good work!

(+1)

Easily summed up as GREAT concept but still very rough and unintuitive UI.

Developer

Agreed!

Submitted

Great game! There were a few unintuitive elements (I thought the doors were bugged before I realised that the bones were directional), but that is part of the fun of playing broughlikes (and roguelikes more generally), for me.

Developer

Thanks for playing. Yeah, 7 days is just too little do adress all the UX issues.

Submitted

This is very cool, but a bit tricky to get started with--the fact that you can't tell which way a column or row moves at a glance meant that it took me a real long time to understand what the rules for moving them were, and it was pretty hard to understand what each of the spells available did/which could be cast on what type of target.


There's a lot of charm to a Cinco-Paus style "learn through trial and error" gameplay flow, but the game feels like it could use a touch more feedback as to why a thing did/didn't happen to make that work. Just little things like each spell icon having a sub-icon that shows what it can be cast on, or having the spell icons have names, or have them light up when you're moused over a valid tile. That said, once I got things figured out it was real fun!

Developer

Thanks for playing. Yes i'd like it be less arcane, but time was just too little to go deep on UX/UI polish. 

Submitted

Yuuuuup--I know that feeling