huge fan of your games, you really outdid yourself this time! fun, innovative and "simple" just like 7drl should be.
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War of 1812's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #1 | 4.000 | 4.000 |
Scope | #6 | 3.500 | 3.500 |
Aesthetics | #22 | 3.500 | 3.500 |
Completeness | #23 | 3.500 | 3.500 |
Overall | #26 | 3.333 | 3.333 |
Fun | #40 | 3.000 | 3.000 |
Roguelikeness | #113 | 2.500 | 2.500 |
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.
- War of 1812 is a large-scale army combat simulator. The game is played on a massive battlefield, with UI and controls that sufficiently aid in viewing and maneuvering around the "world map" and battlefield. The player does not have direct control over the entire army, there are messengers that issue commands to other regiments, and information for distant regiments is not updated until you gather that intel by some means. The game feels complete and all of its base features and mechanics are quite refined, but it is short outside of the initial engagement, and probably does not present most players with much replay opportunity. Despite this, the scale of the armies, the independent simulation of each soldier, the climax of the central battle, are all a pleasure to witness, interact with, and watch unfold. The game falls just short of being a traditional roguelike for me, as you "control" thousands of soldiers, and the game is technically realtime (although it seems that the individual actions are carried out in a turnbased fashion, the player is spared from having to individually move 7000+ soldiers each turn). I did not encounter any real bugs, but the game does at times perform poorly during large battles; I noticed an option to remove the gunshot animations, but they were quite well done and nice to be able to see. In general, the use of ASCII for the map and battles was very well done, intuitive, and in particular I really enjoyed the smoke effect from the gunshots.
- Really captures that imperfect information feeling. Combined with the delay of commands via runners, the battle really has an interesting feel to it. Make this multiplayer and you've got something. Roguishness? Pretty low to my eyes. But bravo for ambition!
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)
Yep. But those who believe tactics define roguelikes will object to a strategy based approach.
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