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VagabondRL's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness | #104 | 3.000 | 3.000 |
Traditional Roguelikeness | #107 | 3.000 | 3.000 |
Innovation | #151 | 2.333 | 2.333 |
Fun | #153 | 2.333 | 2.333 |
Scope | #155 | 2.333 | 2.333 |
Aesthetics | #188 | 2.333 | 2.333 |
Ranked from 3 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.
- Completeness: The Field of View cone seems to have significant artifacts on each corner. Aside from that, the experience is mostly bug-free, but so spartan that this consists of a major part of the experience. Aesthetics: It is not visually appealing. The music becomes repetitive quickly. Fun: It appears that there is not much range of gameplay, and the gameplay that does exist consists solely of slowly searching identical rooms in Fog of War, with no gameplay skill involved. Innovation: I cannot identify any unique novel mechanics. Scope: There are very few systems. Traditional Roguelikeness: It is real-time, but other than that there's nothing more un-roguelike-y.
- A real-time stealth roguelite that goes indefinitely, with barely anything in it. It simply consists of wall tiles, floor tiles and some guards and treasure on every floor - the numbers of both simply increase by one with every consecutive level. The treasure is always placed exactly in the middle of otherwise barren rooms, so you just need to see the middle of the room before knowing if it's worth looting or you should head elsewhere. The guards are easy to evade and even if they do spot you, they'll stop soon after you leave their line of sight. The floors feel needlessly large given how barren they are, and how slow your movement speed is. The game does not look appealing either, and while there's a cool music track at first, it does not loop, so you are soon playing in complete silence. There's just so little to recommend here.
- ## General review A hide-and-seek game, where you have to retrieve some loot on every floor of a dungeon without being seen by the guards. I could see this prototype turn into a fun heist game with some more development. ## Detailed review Completeness: 3 It's a complete and has no bugs. There is very little content, but the game works as intended. Aesthetics: 3 The game has original art and character animations. The UI is basic, but does the job. Fun: 3 It's OK, but lacks variety. Each level is the same: a very large room divided in a 6x4 grid. Each grid cell may contain a rectangular room. From my playthrough, it seems like level #x contains x+1 loot and x+1 guards. You have to get the loot without being detected by the guards, which is quite easy because the rooms/corridors are very large compared to the field of view of the guards and you walk faster than them. So the game can be won buy just walking from room to room along the grid, pausing once in while to avoid a guard. It's OK but introducing some variety in room design could make the exploration more interesting. Also, finding all loot automatically brings you to the next level. It could be fun to add stairs/doors, that are unlocked only after you get the loot. Innovation: 3 I like the hide-and-seek element, and that there is no combat. Nice idea ! Scope: 3 I wish there would be more content, but for a game developed in 7 days from scratch I think it's fine. Traditional Roguelikeness: 3 Disclaimer: For me, a roguelike game must "feel" like Rogue. It does not have to be a procedural dungeon crawling with perma-death, but I need to feel the sense of exploring the unknown, the chess-like thinking to get out of tough situations, and the relief when you succeed. This is a stealth game, with roguelike elements. But the grid-style room generation was actually used in Rogue. In a way, this make VagabondRL more rogue-like than many other 7DRLs ;)
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
Do you consciously consider your game a roguelike/roguelite? (If not, please don't submit your game)
Yes
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