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AscendRL's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #17 | 3.667 | 3.667 |
Traditional Roguelikeness | #41 | 3.667 | 3.667 |
Scope | #44 | 3.000 | 3.000 |
Completeness | #68 | 3.333 | 3.333 |
Fun | #78 | 3.000 | 3.000 |
Innovation | #151 | 2.333 | 2.333 |
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.
- Classic roguelike. It's fun, it's engaging. The CRT effect is makes the graphics pop. This is one that I could spend hours playing.
- The CRT monitor visual distortion is pretty extreme, but I like it. Along with the colorful palette, it makes the game have its own feeling, like its own little world. The mouse control is smooth and easy, which I like. Seems like some inspiration was taken from Brogue, which is a good thing. One of the most interesting things to me was that the goblins weren't hostile, but I still needed to kill them to get items or the key. I felt kind of bad about those little G's. Although I enjoyed the game, there were a couple of things that could have improved the experience. Having identification be a wand instead of a mouse click or info/cursor mode is interesting, but I don't think it adds anything to the game. There is no way to identify an item on the ground, you have to pick it up. The fact that most enemies are slow makes them trivial to kite. It would be nice if the stairs remained highlighted after you see them the first time. I got through several levels a few times, but the duplicating jellies got me each time and they honestly ruined the experience for me. Breeding enemies need to be handled carefully. I really appreciated the visual experience and the smooth, quick movement. The game has potential and the issues are understandable considering it is a jam game. It could be expanded into a cool Brogue-like.
- This game is pretty compelling but im a sucker for asci art with a crt filter so take that as you will. The game play loop gets stagnant pretty quick but I loved the little dance you had to do with some enemies to hit and not get hit back as well as managing the enemies that were and were not hostile. I gave the game a good 10 tries but kept getting eaten by jackals or overrun by infinitely spawning slimes on level 0 so maybe work on the balancing a bit. I can see the potential for something really fun here if there was more variety in items types and dungeon layouts as the game plays out in the same way each time after the first few runs figuring things out.
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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