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Island Escape's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #17 | 3.667 | 3.667 |
Fun | #30 | 3.333 | 3.333 |
Completeness | #104 | 3.000 | 3.000 |
Innovation | #151 | 2.333 | 2.333 |
Scope | #183 | 2.000 | 2.000 |
Traditional Roguelikeness | #211 | 2.000 | 2.000 |
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.
- Island Escape is not a roguelike at all. What it is a single-screen grid-based puzzle/adventure game - one where the level is handcrafted and never, ever changes. I would even hesitate to call it turn-based, considering that the player is the only one who is ever taking any actions - the few hapless "opponents" on the island are completely immobile and only deal damage if you have attacked them first - which does make you wonder if that escape you are attempting is a good thing at all. As it is, Island Escape works on adventure game logic, where if you are stuck, the solution is to take something you possess and either make it interact with something else (i.e. a few things are more helpful when held over the fire) or apply them in a different order when it comes to buffing yourself to kill the "enemies" and make the drop the stuff you need to escape. There's not much else to say. Visually, the game looks nice for something made in 3 hours, although it's offset by the complete lack of sound. Try it if you want to solve a couple of environmental puzzles, and maybe find some inspiration that way (though you are likely better off going straight to the source with any of the classic and modern freeware point-and-click adventures) but do not expect it to be very memorable.
- An impressive entry for how quickly it was reportedly put together (3 hours), especially the visual style of the map. Just a little more work on the UI and input feedback would have gone a long way, since probably the hardest part was realizing that bumping the campfire creatures was actually damaging them, even though they required numerous bumps to kill. It's also rather hard to see which item slot is active due to how faint the highlight is. Not very roguelike since it's just a static map mixed with crafting and a few stationary enemies, but does a good job as a quick puzzle game that's nice to look at.
- Nice looking and fun little puzzle!
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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