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A jam submission

Tide WoRLdView game page

Survive harsh climates and watch cellular automata
Submitted by rubybliels — 22 hours, 26 minutes before the deadline
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Tide WoRLd's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#1392.4493.000
Traditional Roguelikeness#1592.4493.000
Completeness#1802.0412.500
Fun#1822.0412.500
Scope#1951.6332.000
Aesthetics#2012.0412.500

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.

  • Completeness 2 The lack of an ending is quite a let down, but what is here is really cool. I can see that a lot of work has gone into all the different terrain systems and enemy AI, but the lack of more explicit goals really takes away from it. Aesthetics 3 The distinct colours for each of the different terrain/cloud types is perfect for quick visibility. There could have been a bit more differentiation between the berries and enemy types, but overall it's fine. Fun 3 Figuring out all the different terrain types and how they interact with each other is actually quite rewarding. I think there was some interesting interactions going on between the enemies, but it was quite hard to tell. More explicitly different behaviour for them would have been cool, perhaps backed up by some kind of bestiary you can fill up. Innovative 3 Although highly linked “living” worlds in the style you're going for here aren't actually all that uncommon in roguelikes, they're still really interesting and warrant points for innovation. Scope 2 I enjoyed the time that I spent with it, but due to the overall lack of content and goals, that wasn't particularly long. Roguelike 3 Although it's missing quite a few of the more core roguelike conventions, it has enough that it can still be called one.
  • So this one is interesting, It was completely incomprehensible as first but as I came to understand it I felt it was actually pretty interesting. Theres definitely systems happening here in the vain of noita or the powder game its very satisfying to watch the fruit just do their thing. Learning to manipulate some of the fruit effects to manage the absurd environments your get put into is fun but there is often so little feedback and the trail and error to actually got to that point is I think a little unreasonable even for something in the roguelike genre. This could be a really interesting complex system I would love to master with some more polish and direction. also big brain move to make the game have so much going on its hard to tell if something is bugging out but im pretty sure if you use the purple virus fruit and leave off the left side of the screen then reenter back into that same screen it breaks terrain gen.

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

Do you consciously consider your game a roguelike/roguelite? (If not, please don't submit your game)
yes

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