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A jam submission

A Root PathView game page

Grow a forest to help purify a spring from something terrible.
Submitted by gruebite (@gruebite), jestbubbles (@jestbubbles), helpcomputer0 (@helpcomputer0) — 1 day, 17 hours before the deadline
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A Root Path's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#24.0004.000
Innovation#103.6673.667
Fun#303.3333.333
Traditional Roguelikeness#413.6673.667
Completeness#683.3333.333
Scope#1032.6672.667

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 game has a special feel to it. The idea of a floating wisp purifying water and growing plants is amazing, I love it. It's sort of a version of coming back up to the town in Angband, there is a nice safe space to return to after doing a dungeon run. I love the simple, unmoving enemies, their organic-feeling growth, and the emphasis on either stemming the growth or escaping. I'm reminded of Cassie Stuuman's talk at the 2017 Roguelike Celebration about slime mold. The pixel graphics are clean and nice. The interaction is simple and mostly clear. I do wish you could see what your plants will do when you are above ground for planning. I love the idea of exploring a damp cavern. The beginning garden area is fairly large, which indicates to the player that they should fill it with plants, which is reinforced by the mechanic of not being able to place certain plants near one another. In reality, since you need to upkeep your plants you can really only plant a few. Also, while much of the art is very clean and clear, it took me many trips to realize what tile was the downstairs. Overall it took a while to figure out how to interact with this game but it was an interesting and unique experience, and beating it felt like a nice accomplishment.
  • - Game felt polished, didn't come across any bugs. - Aesthetics were great, sound and visual. Controls were simple and intuitive. Couple minor things that would've been nice: some sort of indication of which plants need to be watered, and maybe some sort of feedback for what I assume is the boss. (I encountered a tentacled slime a couple times and tried using various spells on it, but could not tell if they were doing anything. Feedback one way or the other would've been nice.) - Was pretty fun, but started to feel a bit grindy. I think it overstayed it's welcome just a bit and would have benefited from being shorter. - Gardening was an interesting twist on progression, but as mentioned above, felt a little grindy. It was aesthetically pleasing but mechanically not too engaging - Scope seemed about you'd expect for 7DRL (at least from a team, might be 4 stars for an individual) - Pretty darn roguelike to me
  • This game was intuitive to play. I liked the aesthetics a lot. Having 1 color per sprite like that is really cool. Nice color scheme too! I found a bug with the graphics when a root Up spawned in a corner by the walls. I felt like both the core of the game and the polish was nice. But, I think it would have been nice to have a few more abilities. As well as more enemy types.

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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