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HAGgle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #142 | 2.449 | 3.000 |
Aesthetics | #174 | 2.449 | 3.000 |
Innovation | #178 | 2.041 | 2.500 |
Completeness | #180 | 2.041 | 2.500 |
Fun | #210 | 1.633 | 2.000 |
Traditional Roguelikeness | #231 | 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.
- A tower defence game with a great choice of music (not so much for sound effects) but just one enemy type and one type of tower, and the only things you can buy are either more of the same towers or straight-up upgrades to the existing towers. The only randomized element is that the crack on the floor from a bunch of small hags will stream out when you trigger the wave does not have a fixed location: everything else is fixed. Having said that, the idea of being able to face the boss from the very start, and just choosing to kill her underlings to get stronger first, but at the expense of the Hag also becoming stronger when you go to boss room to buy upgrades, is very promising. However, the current implementation is annoying - not least because enemies' souls, the game's currency, actually fade out rather quickly if you do not pick them up immediately, which isn't the most fun thing to do when the enemies are trying to chase after you. The easiest way to beat the game is possibly to just place your starting turret in the center of the boss room, trigger the Hag and then to keep moving in a circle for a rather long time - at the very least, that was the way I won. The alternative, of beating about five levels until I could buy a second turret, felt more than a little faster, but was also riskier due to increased damage and didn't work the one time I tried it.
- More like tower defense, doesn't take much from roguelikes. That's one hard to judge because I simply couldn't progress in this game. The main reason is a weak initial loadout and very narrow corridors. I would need to run in circles to keep the enemies in the firing range, but with narrow corridors and fast enemies I simply can't avoid them. Same for collecting souls (necessary to heal and buy items), but it's actually worse as souls disappear after a few seconds. On the other hand, it is possible to beat the boss from the very start. Player and the Hag start in the same room (the only open space in the game, it seems) and it is not a problem to outrun enemies there.
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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