this was a really fun game, and i found myself playing it for hours because it was so fun!!!
i really enjoyed how you have to grind previous levels that you have already played to get a good enough team to fight the next level (:
Criteria | Rank | Score* | Raw Score |
Fun | #10 | 3.500 | 3.500 |
Scope | #21 | 3.000 | 3.000 |
Aesthetics | #22 | 3.500 | 3.500 |
Innovation | #30 | 3.000 | 3.000 |
Overall | #45 | 3.167 | 3.167 |
Completeness | #54 | 3.000 | 3.000 |
Roguelikeness | #72 | 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 is anonymous and shown in a random order.
Successful or Incomplete?
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
Heh, I had fun with this one. As insanely overpowered as +400% HP on a single piece of equipment is, obtaining it is the biggest challenge the game has to offer, far more difficult and rewarding than beating some random thugs with mismatched equipment. The game can be played both the normal way and the grindy way, and both are enjoyable due to how the enemies are generated. The difficulty stops raising somewhere around level 35, and the game has minor bugs like equipment fitting where it shouldn't.
Cool, nicely done! Looks like I didn't get that far after my additions on the last few days of the challenge. Even the sky gradient gets broken... :D
I am aware of the (minorish) bugs like the miss stacking that both player and the enemy can do (though weirdly from completely different reasons) and I will for sure fix those and develop this one further too. I still have a huge list of features to add. Things like different races and more weapon variety. Also passive and active skills for utility to spice up the combat. For example healers and ranged weapons.
Obviously the difficulty curve needs some love too. Yes the difficulty stops ramping up when they reach the current max inventory grid size since they just slap their gear on randomly. And they're quite bad at it too which can be seen from the empty slots left and there quite often. Didn't even think anyone would play it enough to reach that point to be honest. Adding some intelligence to the enemy gearing process (or faking it by cheating) will for sure allow to ramp up the difficulty a bit differently and not by just increasing their inventory grid size.
Thanks for playing and the feedback!
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