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A jam submission

Intergalactic Juice SyndicateView game page

A Juicy Deckbuilding Roguelike
Submitted by Nanolotl (@Nanolotl) — 2 days, 21 hours before the deadline
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Intergalactic Juice Syndicate's itch.io page

Results

CriteriaRankScore*Raw Score
Completeness#14.0004.000
Roguelikeness#14.0004.000
Fun#103.5003.500
Scope#213.0003.000
Overall#213.4173.417
Innovation#303.0003.000
Aesthetics#643.0003.000

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.

  • The game runs without any crashes, no bugs encountered and it is fairly polished. UI could be a little more convenient and movement a little faster, probably with automove when there are no enemies in sight. The game could end turn on which you kill an enemy automatically when there are no other enemies around. It is quite surprising how many interesting combinations one can get with relatively small number of cards! It is definitely fun to try to build some tricky decks and see how it workout against different enemies. It is definitely not the first deck building roguelike around, but this one have something unique about it. As I mentioned there are quite a lot of interesting situations and both your current deck and your position on the map are important. It is one a more relaxed end of the definition, but I think it is definitely a roguelike.
  • Intergalactic Juice Syndicate introduces a card-based combat system into the traditional roguelike template. Players build a deck and play cards each turn in combat which either deal damage or raise their defenses for the turn. While outside of combat, the player has the freedom to explore the dungeon, kite enemies, find loot, purchase goods from shops, etc. The card drawing system was a bit awkward and often required running away to replenish your hand, this is an area that could be improved. The game felt complete, with a scaling dungeon difficulty and even a final boss encounter and a true ending. No bugs were encountered during my games. The game's art looked good, fit the theme, and has a uniform style. The UI was nice -- in particular I liked the summary of everything in your vision that is available at the bottom of the window -- but some of the mouse controls for using cards during combat felt a little clunky. Also I did not find a way to see cards in your deck, draw pile, and discard piles. Despite the card-based combat, I actually think this game leans slightly into the description of traditional roguelike due to the grid-based, turn-based movement, dungeon exploration, "hack and slash" combat (with cards involved), and character progression.

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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