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Uhhh, helm's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Traditional Roguelikeness | #99 | 3.266 | 4.000 |
Innovation | #139 | 2.449 | 3.000 |
Completeness | #161 | 2.449 | 3.000 |
Scope | #195 | 1.633 | 2.000 |
Aesthetics | #201 | 2.041 | 2.500 |
Fun | #210 | 1.633 | 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.
- A game about one thing and one thing only - axe tossing. Trying to bump into enemies deals as much damage to you as it does to them and HP does not regenerate, so you need to exploit the moments when the only two monster types in the entire game pause to strike at the tile in front of them (which gets filled in with a confusing mess of tiles) and use that period to move a few tiles to their side, then throw an axe from there (which will boomerang back indefinitely). It's rather confusing at first, but becomes like clockwork once you figure it out and are able to clear the first level - and then, all the subsequent levels are just like that but progressively easier, as the monsters stay the same while your Viking both gets more HP and a lot more axes to toss. Later levels are just about pacing up and down near the starting position while tossing axes in the enemies' direction, only occasionally having to dance around one or two that ventured close. It doesn't look good either, and the one theme eventually cuts out, so there's not much reason to check this out.
- The game promises a nice traditional roguelike experience, and it does deliver for the most part. I enjoyed manipulating the enemies to overcome them, and there were sometimes moments at the beginning of levels when I was surrounded and had to make some interesting decisions. I never quite figured out why monsters get stunned when you walk near them, but it's a nice mechanic to work with. I also never understand what the monster tiles represented. The game's scope is very small-- the two enemies are almost identical, the levels are open rectangles, and the item/monster generation appears to work with a small number of hand-made level layouts, with the monster or item generated on a chosen tile being set between the two choices. The outcome of this is that once you beat a level, you are asked to beat another that is almost exactly the same as the last, over and over and over. A new item or new enemy would have gone a long way to improving the experience. I do like the setup of a story progressing through images as the game moves forward.
Successful or Incomplete?
Successful
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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