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Crabbington's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #113 | 2.500 | 2.500 |
Aesthetics | #120 | 2.500 | 2.500 |
Innovation | #129 | 2.000 | 2.000 |
Overall | #133 | 2.167 | 2.167 |
Fun | #136 | 2.000 | 2.000 |
Scope | #140 | 2.000 | 2.000 |
Completeness | #148 | 2.000 | 2.000 |
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.
- Crabbington I liked some of the visual design here and thought that some of the writing was funny. That said, this felt pretty unfinished to me in terms of quite how I was supposed to go about playing through - and the visual clutter and clumsy zoom didn’t help with this. However, I could certainly see the emergence of something interesting here further down the line. It felt like it might be an interesting Broughlike in the making. There are certainly the beginnings of a bunch of great ideas within.
- A cute game with buggy-eyed, cartoon critters, pickups, and a unique theme to do with a hermit crab seeking a home. I liked the aesthetics and that it worked on any platform with a web browser, but it was a tad buggy and the gameplay quite random. Completeness - 2/5. We have a nice working grid here with a good variety of enemies and pickups as well as a victory and defeat popup. There are a number of bugs and missing features, but this is not uncommon in 7DRL. I think the crashing and lack of the game resetting properly on its own just barely pushes it down below average. Aesthetics - 3/5. The sprites in this game are adorable! I love these buggy-eyed little critters and being able to wear a soup can or a fedora. The animations for bumping and bombs were nice extras. That said, the UI was very simple and did not communicate its concepts very well. The scaling interface did not scale the sprites with it, making things look very cluttered sometimes. Fun - 2/5. Very simple, random gameplay. You move in four cardinal directions but can bump things diagonally as needed. Given that most things picked up have no noticeable impact, only the bombs present any significant choice for the player. Enemies appear and disappear for unknown reasons sometimes. You can get kidnapped by a devil that may never, ever put you down! Innovation - 2/5. The freely-scalable, minimalist interface is fairly unique but, aside from that, this is a fairly simple roguelike. Scope - 2/5. It was scoped to be a minimalist roguelike, and that was delivered, but I feel it was a little more minimal than average. Roguelikeness - 3/5. Turn-based, grid-based, pickups, bumping hitpoint conflict resolution: that's fairly roguelike. However, the limited scope leaves many popular roguelike features unfulfilled.
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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