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A jam submission

A Little RogueView game page

You must escape a deadly dundgeon with only one HP, so beware of all the sneaky enemies!
Submitted by Ford Prefect — 2 days, 1 hour before the deadline
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A Little Rogue's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#173.6673.667
Completeness#253.6673.667
Fun#303.3333.333
Innovation#763.0003.000
Traditional Roguelikeness#773.3333.333
Scope#1552.3332.333

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.

  • This is really neat!
  • I thought this was really neat! The aesthetics are simple but work well and although quite minimal, the clear controls made it easy to quickly start playing. There's a great framework here for innovation in the future. With more time it could become something great!
  • An appropriate name for an appropriately quaint little title. Really liked the aesthetic chosen here compliments the simple and arcade-y game-play. Trying to solve each room even though its a little different each time is a really good hook and there's a fair amount of depth to think about past that. Its quick to get back into the game after a loss which is big for game like this. The quaint little messages from the death screens made me feel a little better each time I died and I liked knowing that my efforts were in vain because of my bat related diseases. The only major complaint I have with the game is that its often way to restricting in the players movement, since you cant move into a space a monster is leaving or entering (and angry onward the spaces besides those spaces) it often leaves you in scenarios where you have no way out. Its fine and often a fun feature of rogue-likes to have rounds you just cant win but in this game I feel it happens way to often. it could have just been my luck but I must have had 20 deaths to attempting to move out of the way of a monster into a block that had a monster in it. Then there were the times when I would reveal 3 monsters at the start and get boxed in, or reveal a monster on every square around the stairs, or had 2 angry enemies passing by. The shield saved my life so many times also really funny that i just wear it like a suit of armor. I started really taking into account what my move was if the next square I revealed was an enemy and in a lot of situation it would just end my run before I had any space to work with. I'm not sure how the enemy spawn works like if its a % chance based on level but it was wildly variant in my playthroughs In my last winning run I had 3 of the angry levels with 1 or no enemies spawn but 5 or 6 in bouncy tourney and slimy. in the last few levels when the map is bigger it actually felt like the game was so much easier despite the harder enemies just because I had more room to work with. I know that was kind of a lot to say about balance because despite being a little rogue-like there's a lot to love in game-play idea, aesthetics, and humor but had kind of a frustrating time actually beating the game and i thin with just a few tweaks I wouldn't have felt that way.

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 (roguelike)

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