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The Unreliable Cartographer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #21 | 3.000 | 3.000 |
Completeness | #23 | 3.500 | 3.500 |
Innovation | #30 | 3.000 | 3.000 |
Roguelikeness | #40 | 3.500 | 3.500 |
Fun | #40 | 3.000 | 3.000 |
Overall | #45 | 3.167 | 3.167 |
Aesthetics | #64 | 3.000 | 3.000 |
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 dungeons are fun, but maybe too easy. All traps can be avoided by jumping over them, and you'll learn how to find traps pretty easily. There's not much unique about the game other than the traps themselves. Traps don't seem to trigger each other, and there's only one way to set them off. Traps triggered by collecting unique gold items might have been a good idea, so that players could set them off by being greedy. I'm not sure the Oh No traps even need to be marked, since they're so easy to dodge right now.
- The Unreliable Cartographer is an exploration-based non-combat roguelike where the map information you are given misleads you until you reveal the tiles up close. The game felt complete and largely polished, but needs something new to bring balance to the game once the player figures out the "trick" to it, and also has some rare instances of unwinnable levels (e.g. a boulder trap blocking the only path). The game's aesthetics are fitting to the theme and maintain a cohesive style. There is no combat, and the game is largely about surviving/avoiding traps, collecting treasure for points, and finding the exit; all while dealing with the core mechanic of the unreliable level map you are given. The Unreliable Cartographer has many elements of the traditional roguelike, such as grid-based dungeons, turn-based movement, traps and dungeon diving; but the lack of character progression and (to a lesser extent) combat push it out of the definition of a true traditional roguelike for me. I'd like to see how the game looks if the unreliable map created a larger dilemma for the player, as it can currently be ignored due to the tiles being truths once revealed.
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 -- see basics.txt for details
Is your game a roguelike or a roguelite? (If not, please don't submit your game)
Yes
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Comments
I love this idea so much, and the game looks beautiful! That said, it becomes very easy once you realise that the floor tiles never lie to you (even though your map does). Maybe having something that chases you (or slowly collapses the dungeon behind you) could push the player into trusting the map and force them into trickier rooms (currently if there is a room I couldn't see a way through I would just backtrack).
Thanks much! I'll try to say when, but I'm working on a plus-plus version right now that I'm hoping will address some of this better.