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superROGUE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #178 | 2.041 | 2.500 |
Fun | #182 | 2.041 | 2.500 |
Scope | #195 | 1.633 | 2.000 |
Completeness | #203 | 1.633 | 2.000 |
Traditional Roguelikeness | #231 | 1.633 | 2.000 |
Aesthetics | #233 | 1.633 | 2.000 |
Ranked from 2 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 game is really simplistic but also really punishing. The player has two hit points and you can go from full health to dead in less than a second without even seeing the tiny bullets fired by enemies. Your weapon is melee-range only, and you can't leave a room until you kill all enemies, so I haven't been able to clear more than about ten rooms before getting killed by an enemy with a gun. I wasn't able to discern any roguelike elements in this game. I like the concept of how the player moves around the map by clearing enemies and choosing a direction to move next based on the minimap. With more reasonable enemies, more powerful player abilities, and a clearer objective, I could see this becoming a decent game.
- Completeness 2 There was a lot of polish to be desired. Most notably, an indicator for which side of the map could be moved through would have been really nice. Aesthetics 2 The game could be quite hard to read at times. I think the most egregious example of this was the bullets, which were tiny, and almost impossible to dodge because they couldn't be seen. Fun 3 Gliding around trying to time my shots just right was actually quite fun. The issues mentioned above could make it a little frustrating at times, but overall it wasn't bad. Innovative 3 Although the super HOT time mechanic is a little strange to put in a roguelike, given that they're usually turn based, but I appreciate the innovative idea regardless. Scope 2 The content was quite lacking. Only three enemy types and two weapons, would have been nice to see more. Roguelike 2 While there was perma-death, that was the only roguelike feature that I could recognize.
Successful or Incomplete?
1
Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
yes it did
Do you consciously consider your game a roguelike/roguelite? (If not, please don't submit your game)
yes I do
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