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A jam submission

Dreams of Dragon's FireView game page

Fire breathing Roguelike
Submitted by DragonXVI (@DragonXVI) — 1 day, 19 hours before the deadline
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Dreams of Dragon's Fire's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#14.0004.000
Fun#14.0004.000
Overall#123.5003.500
Scope#213.0003.000
Completeness#233.5003.500
Innovation#303.0003.000
Roguelikeness#403.5003.500

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.

  • Burninating all the peasants~ and the thatch roof cottages!!!!
  • Completeness 3 This game looks and plays beautifully. "Balance" is a part of the rating for this category and that is the only factor keeping it from a higher score. Despite having a TON of fun with it (see that section below), it was very much too easy. Food was extremely plentiful and I found myself retreating and holding the spacebar down to refill my fire any time i was remotely worried Aesthetics 4 Really great looking game. I believe I've seen these sprites as part of the standard set of oryx tiles, but they still certainly work well together. The controls work just fine and I never noticed any problem with them. Enemies could attack me on the diagonal while i could not attack them (in melee), which is always frustrating but I figure I'm a huge dragon so I didn't mind. Fun 4 Entirely too easy of a game. That being said, oh man it was fun to go around and nuke these little villages. The fire spreading mechanic was awesome and fun to watch and create. Retreating from a town and then attacking it from another side at a distance was very satisfying. I'm not sure I'd replay it, necessarily, but I thoroughly enjoyed getting to and murdering the king! Innovative 2 It was beautiful to watch the helpless villages try to defend themselves from my onslaught, but at the end of the day this game was indeed just a mix of melee and ranged attacks with a spread of ~5 different enemy power levels. They all worked great together, but didn't necessarily bring anything new to the table Scope 3 Pretty standard based on the game description. Again I loved seeing my dragon fire spread around the map, but when considering the pieces that were implemented it all amounts to standard fare. You can kill things, eat things, level up and continue your rampage. Roguelike 4 Definitely fits the bill of a roguelike. Turn based, levelling up, permanent death. Would be cool to see modifiers like items or even more enemy types (ranged enemies, as you describe on your game page).

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

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