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Criteria | Rank | Score* | Raw Score |
Innovation | #39 | 3.333 | 3.333 |
Scope | #44 | 3.000 | 3.000 |
Fun | #78 | 3.000 | 3.000 |
Completeness | #104 | 3.000 | 3.000 |
Aesthetics | #110 | 3.000 | 3.000 |
Traditional Roguelikeness | #137 | 2.667 | 2.667 |
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.
- Well I am not entirely sure what I am meant to do here! But I guess that's the point? I figured out that meditating and searching only work when there are statues around, though searching doesn't seem do do anything useful anyway. I like the node graph map and variable climate, and the three stats interplayed with each other in interesting ways (e.g. you might need to rest to regain health but you are in the cold and you have no stamina to move so you die). At first I thought the runes were patterns of roads at an intersection, then I thought they might have something to do with the types of statues found there, but who knows... Kind of frustrating but definitely something new!
- This may not be very fleshed out but it's certainly piqued my interest. I'm not normally one for games like this, but combined survival and investigating glyphs mechanics makes me feel like a roguelike researcher scrounging for clues in the wilderness and I'm very for this feeling. Moving through kept throwing me off, I kept hitting nodes rather than paths while backtracking so I could rest out of the cold. I'm very interested in where this goes from here - extra polish and mechanics could really do this concept wonders.
- Completeness 3 All the functionality is there, but it still leaves quite a bit to be desired in terms of polish. It would have been really nice for instance to have some visual indication of what sites have been meditated on, and what sites have uncollected items on them. Nevertheless, it is a jam entry, so full polish can't be expected, but these are changes that would be great to see in a future version. Aesthetics 3 The map is really great at telling you what regions are safe, but that's about it. As mentioned above, more visual indication would have been fantastic. Fun 4 The idea of translating a bunch of strange symbols is immediately compelling, and having that translation take the form of a trek across the world collecting pieces of evidence is great fun. There were a few frustrating points, for instance towards the end most of the statues started giving glyphs I already knew about, but overall it was a very enjoyable experience. The different biomes also added quite a bit to he exploration. They had quite a negligible effect on the exploration mechanics, but they really helped to split up the world into different distinguishable sectors, which then helped in keeping track of where different things were in the environment. Innovative 3 The overall concept of translating a bunch of ancient glyphs is already an interesting innovation, however it would have been nice to see a little bit more meaning in the glyph makeup itself. All the glyphs having roughly the same makeup led me to believe that there would be some meaning I was supposed to be deriving from number of lines and dots, and their orientation. That kind of a system definitely would have been much harder to implement, but also would have helped to separate it out from other mystery and investigation themed roguelikes. Scope 3 Very reasonable scope for a 7DRL entry. Would have been nice to see more polish, but other than that the ideas that are there are fully explored. Roguelike 2 Although it is procedurally generated, there aren't really enough of your traditional roguelike elements there to really call it a roguelike.
Successful or Incomplete?
1
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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