Play gameHostile Skies's itch.io page
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback is anonymous and shown in a random order.
- Enjoyed this one while it worked (more on that in a minute). The map part of the game is very FTL - series of connected location which give you an idea of the type of encounter you'll find there, and often with a binary decision involved (gamble or don't gamble, etc). Worked well in FTL and works just as well here. Personally I'm not a big of fan of the 50/50 gamble, but that's personal preference. The combat encounters are more of an action shooter sort of thing, fending off waves of enemies. This works pretty well, with mouse control actually being a really good choice. The enemy types aren't hugely varied but they're varied enough for a game of this scale. I didn't run into any significant hit detection issues or anything like that. For the most part, it's a fun little game, and well executed for being put together in just a week. I only have one major complaint, which I alluded above - I don't think I had a single play of this game where it didn't freeze up and force me to refresh the page, including on the final boss. Very frustrating. It's particularly aggravating since your upgrades and cash carry over from one run to the next, but that's all lost when you refresh, so a freeze actually costs you several runs' worth of progress. A decent little game overall, and one I enjoyed while I was playing. Shame about that freeze/crash issue, especially happening every time (or nearly every time).
- I like the mashup of genres here - there is enough of roguelike and enough of real-time. It's a fun game overall, although with some issues / lack of polish. Score explanations below: Completess (3) - this was due to several noticeable bugs. Most importantly, whenever I bought a rocket launcher, the game would freeze sometime in the next battle. Also, money and weapons carried over to the next game, making it a game of patience rather than skill. The man upgrading your weapons doesn't actually charge the expected $3. Aesthetics (3) - I think the look of the game could be more polished, for instance player's path on the world map could be displayed clearer. Also, since I play on a touchpad, the real-time mouse controls are a bit difficult. Innovation (2) - all of the roguelike pieces in this game look familiar: the world map with branching trees, the events with random outcomes, the upgrades. I would call out mashup of roguelike and real-time action as unusual, but also not unheard of.
Successful or Incomplete?
Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Is your game a roguelike or a roguelite? (If not, please don't submit your game)
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