Play gameNayr Odyssey's itch.io page
Ranked from 2 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.
- This game has a lot of flaws which compound into a rather poor experience. This is a game where turn order is important but the turn order UI element on the left doesn't have enough slots so you can't look far enough ahead to predict anything. It's not clear when an enemy will be moving or attacking. This makes it too hard to pull off any tactic more complex than a turtle strategy. The turn order also doesn't remove defeated enemies, so it stays cluttered for the entire sector. Sectors don't seem to be randomly generated, and you have to memorize which sectors will have what in order to make progress. Entering some sectors without shields up will kill you before you can react to what's in them. That itself is fine, but I feel like I'm playing chicken with every sector border I approach as I prepare to raise shields. Combat seems to be the only way to gain skill points, which means you'd need to engage with combat if you wanted to make a non-combat build. Combat is also slow and tedious, there's a lot of menuing unless you want to just park or coast into combat and attack whatever ends up in range. Even then there's a lot of waiting for enemy turns, even after enemies have been defeated they still take time on their turn. The game plays slowly, even when you know what orders you want to give at all times. I wanted an option to disable all animations. Sleeping crew members is possible, but using that system too much will get you killed, especially since entering another sector won't unsleep your crew. Eventually I decided that it would take too much time to make the same progress I had when I last died. So I stopped playing there. The actual crew system isn't as good as I'd hoped. It's kind of disappointing that you give them exact orders rather than giving them more general ones like: "move to effective range", or "fire on nearest/weakest/strongest". When you have two crew members which need to coordinate movement you will easily make the ship fly off in the wrong direction briefly before turning it in the right direction. I'm not sure I would describe this as a positive feature. I can't help but compare this game unfavorably to Star Trek (1971).
- I appreciate the wide scope of the game you achieved during these 7 days. Also the graphical style is great — everything gives an impression that you're in early 90s. There is something about the gameplay which makes me think that I don't have control over what happens. Maybe it's because there are many options and game elements, but eventually I end up running away from horde of enemies towards the border. Trying to finish them off one by one is hard and takes lots of time.
Successful or Incomplete?
Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yes. I started on Sunday, March 1st 2020 at around 11am PST. I'm finishing now on Sunday, March 8th 2020 at around 4:45am PST.
Is your game a roguelike or a roguelite? (If not, please don't submit your game)
Yes; permadeath, turn-based, rng-spawning enemies, ATK/DEF/DEX stats, etc.
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