Play gameVoidShell-7DRL'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.
- Very good game. Superhot-esque timestop mechanic (time only moves when you do). Looks nice and feels quite good. Obviously not quite an RL (first person, only sorta turnbased), but among the better roguelites I've played.
- Wow. I really dig this. PNJeffries has managed to put together a game that's truly innovative, decently featured, well-balanced (though still hard), pretty darn polished (though the visuals are a bit sparse), and most of all FUN. I really appreciate the character of the flavor text throughout, particularly the intro/tutorial lines as the system is booting up. I've played about an hour, and have quite completed it yet -- those big bugs are particularly nasty -- but I've gotten close. Some (hopefully constructive) thoughts: - Looking should be free. Perhaps I'm too influenced by SuperHot, but I really feel like looking around shouldn't advance the clock. It just feels kind of .... cheap? And also pretty un-roguelike to not be able to take your time to assess the situation. I realize that's what the scanner is for, to an extent, but I'm not sure I agree with the design decision there. Of course, I could try it the other way and hate it, but my gut says it would work better, and feel less like an FPS and a bit more thoughtful and almost turn-based... In short, more RL. - Upgrades a little underpowered. Sniper upgrade was pretty useless, since the projectile didn't seem to increase speed. Maybe I suck, but I couldn't hit anything at distance with it. Or perhaps better to say the basic gun had plenty of range for my purposes, so I didn't feel the upgrade there. Especially since it required a VERY valuable energy point. Maybe if it were hitscan it would feel like a real upgrade. I didn't even bother to try the rapid fire (IIRC) one, for the same reason (energy cost). The shield seemed like it could be valuable but I didn't notice much effect if any. Better to avoid damage than to mitigate, probably, so I found myself using thruster more often. (Along with heal and bomb-making.) - It could be hard to tell how far the object of interest (green smoke) was. Really couldn't tell where to go next a lot of the time, as I could see a few plumes of smoke in the distance, but had a hard time discerning which plume was the closest. I think that's it. VoidShell is certainly one of the stand out games of the jam for me. Highly recommended.
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)
Yes - permadeath, procedural world, time-stop mechanic (which I'd argue counts as turn-based, it's just the turns are real tiny!)
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