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The Salvager's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Traditional Roguelikeness | #2 | 4.000 | 4.000 |
Scope | #103 | 2.667 | 2.667 |
Completeness | #104 | 3.000 | 3.000 |
Innovation | #151 | 2.333 | 2.333 |
Fun | #153 | 2.333 | 2.333 |
Aesthetics | #159 | 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.
- This submission appears to be little more than the first floor of a reskinned libtcod tutorial. Moreover, it is badly balanced: you may find the Artefact needed to end the run literally a room away from your starting location, or it may be far enough away for you to run out of air or run into too many robots and not enough healing/stim packs. Even the UI is awkward: dark blue robots blend into the dark green background in windowed mode, and even when playing fullscreen, the combat log is still poorly readable. There are far superior games with the same theme even in this contest.
- ## General review Simple 7DRL, nothing really new but it has all the necessary elements. There seem to be a bug with the procedural generation, though. The aim of the game is to find the "Artefact of Yendoria". In 5 playthroughs I found it in the second or third room and won the game. Perhaps the artefact should be further down the dungeon ? ## Detailed review Completeness: 4 This is a complete game, no bugs, everything works as intended. Aesthetics: 3 The UI mostly works. It is not clear that one can use the mouse to look at symbols. I also wish there would be some information as to which letter is an enemy and which is a weapon/equipment. One can guess but a different color or lowercase/uppercase would help. Fun: 3 The game has potential. At the moment it's too easy to win because the end goal often spawn near the starting position. Innovation: 3 I like that you have to manage two parameters (oxygen + energy) to stay alive, and not just food. There may be other new mechanisms I have missed because I won the game many tiems without having to really delve beyond the first level. Scope: 3 OK for a 7DRL, could have a bit more content but it seems like the game was submitted 2 days before the deadline so I will judge it as a5DRL. Traditional Roguelikeness: 4 Disclaimer: For me, a roguelike must "feel" like Rogue. It does not have to be a procedural dungeon crawling with perma-death, but I need that sense of exploring the unknown, the chess-like thinking to get out of tough situations, and the relief when you succeed. The Salvager feels like this (with the caveats mentioned in previous sections)
- Pretty bare bones as far as roguelikes go, but all the basics are there with a usable inventory, enemies, some resource management, and even a ranged attack. Not really much in the way of variety though, with just a single small map patrolled by a handful of enemies with a goal of reaching an artifact item randomly placed somewhere on the map. Overall a decent foundation for something more.
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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