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A jam submission

Known WorldsView game page

A 2d space ship roguelike that got out of hand
Submitted by aivct — 2 days, 13 hours before the deadline
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Known Worlds's itch.io page

Results

CriteriaRankScore*Raw Score
Scope#2081.1552.000
Completeness#2091.1552.000
Aesthetics#2111.7323.000
Traditional Roguelikeness#2221.7323.000
Fun#2251.1552.000
Innovation#2261.1552.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • A Star Trek expy (there are even space whales here!) with an extensive and even somewhat intimidating manual which sets your expectations rather high - only to bring them down once you find how incomplete it actually is. 90% of the time you simply click on stars and then click "Yes" on "Investigate the Anomaly" message boxes before moving on. You are never really told what any of those anomalies are: Captain's Log entries tell you what item you got, and what kind of challenge (refitting, diplomacy, etc.) your captain resolved to get it, but that's it. Since that's all the information you get, and none of those items are usable in the current build (though some appear to be ship upgrades that could be installed in future versions), you soon stop opening Log and Status windows at all, and only look at the date to know when you should return in order to avoid overstepping your term limits - though with no leaderboard, even that isn't particularly meaningful. You'll occasionally get into fights in space, but real-time combat involves little thought besides rotating your ship in the right way. Visuals are just functional enough, while the only audio is a droning BGM that would feel more at home in something cold and grimdark like Duskers, rather than a game of collecting space whales and Plump Mushrooms. In all, while the concept is neat, the execution sadly isn't interesting enough in its current state.

Successful or Incomplete?
2

Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yes, in fact with 6 hours to spare.

Do you consciously consider your game a roguelike/roguelite? (If not, please don't submit your game)
rogue-lite, with some heavy deviations but overall I feel sticks to the soul of rogue

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