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A jam submission

omnihexahedronView game page

3D puzzle roguelike where you are a cube. Put on your thinking cap.
Submitted by rgscherf (@rgscherf) — 7 hours, 31 minutes before the deadline
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omnihexahedron's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#103.6673.667
Scope#153.3333.333
Completeness#253.6673.667
Traditional Roguelikeness#413.6673.667
Aesthetics#603.3333.333
Fun#783.0003.000

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.

  • This is a very interesting roguelike game. The controls and flow of the game felt very unique, which is both a positive and a negative. I spent the first hour figuring out "what to do" and then the next hour playing the game. This was a hard game to "beat" (and I never did) but I'm glad I took many attempts! While its obvious that the developer went out of their way to label and describe how the game works, I still felt like it took a long time to get up and running. In the future I will try out the other classes.
  • Very cool idea! I appreciate the QOL details, like mouseover text. The aesthetic is clear and has a nice feel to it. I especially like the ending portal work. The idea reminds me a bit of Michael Brough's P1 Select, where you have to move to get to a new ability, and I love that game. The enemies have interesting abilities. This is one of those concepts that I could see being expanded and released on Steam. A consumable item that lets you turn your dice would help a lot with smoothing the difficulty curve, but maybe I just needed to wrap my head around the concept better. The experience can be a little suffocating as-is, when you are trying to maneuver your cube to get a key on the right face, in a tight corridor as monsters continually spawn around you and summoners spawn new monsters and other monsters prevent you from using your abilities. The concept works super well in some situations but I had situations with 14 monsters on the map and 17 hex spots with very few options for movement. Even killing the monsters causes them to respawn right away, it's overwhelming. In the end, though that is just a balancing issue which is understandable in a 7DRL, and maybe I was just playing poorly. The game fulfills all of my requirements for a traditional roguelike for sure. I like that the shops require sacrifices, though there is no reason to have turns on that level. While I have some gripes, the idea and execution are really cool and one of the most memorable games of 7DRL. I would totally check this game out again if it ends up being expanded.
  • Completeness 4 Plenty of content, and a high level of polish. Beyond being just a playable concept, the mechanics here are fully explored and the progression is quite fleshed out. Aesthetics 3 The game looks very good, the game piece esque icons work well with the dice theme, and the slight amount of 3d in the map also looks great. It would have been nice however to have a little more clarity on the different dice sides, as knowing what side of your cube has what face is key to the gameplay. The key to let you see the other side of your cube was a good start, but not super convenient. Would have been great to see a little more experimentation with how to effectively communicate all sides of the cube to the player. Fun 4 Really neat idea that definitely adds an extra layer of depth to your standard move around the dungeon blasting enemies ordeal. The 3d geometry puzzles were a cool factor, and keeping them in mind while also moving to dodge enemy attacks etc. added a nice challenge. Innovative 4 I don't think I've ever seen a roguelike take this kind of 3d geometric approach before, so I'd definitely call it quite innovative. Scope 3 The scope was good for a 7DRL, but one major thing that it was missing was an ending. There didn't seem to be any clear end condition, instead having the number of enemy spawns increase as the game continued until they became unbeatable and defeat was certain. This works fine for a 7DRL, but having a concrete end goal can really help to pull the experience together. Roguelike 4 All the essential roguelike trappings are there.

Successful or Incomplete?
1, 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)
Oh yes

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Comments

Submitted

Sorry for getting back to giving my thoughts so late...I'm sure you saw the stream, but this is by far one of the best game's I have played. A very difficult challenge for me, but one I enjoyed a lot. This is another title I'd pay money for!

Submitted

This is a cool idea!  Once I got the hang of moving my cube around, I got into it.  The look was cool too.  nice work!  If you do some post-jam polish one thing that would have helped me is a legend on the ground showing which arrow key will move in which direction.

Submitted

This was like roguelike meets rubix cube and I loved it. Key puzzles are an incredible addition and the action economy was a great way to pace out a turns and the difficulty. Using the classes as difficulty levels was really smart and considerate, love that there's a "all randos" class too.

Well done! One of my favorite 7DRLs of all time!