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Octorogue's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #1 | 4.000 | 4.000 |
Traditional Roguelikeness | #2 | 4.000 | 4.000 |
Completeness | #68 | 3.333 | 3.333 |
Fun | #78 | 3.000 | 3.000 |
Scope | #103 | 2.667 | 2.667 |
Aesthetics | #110 | 3.000 | 3.000 |
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.
- A very innovative roguelike! Movement is quite engaging and hilarious as is dragging all your stuff behind you as you travel along. Combat was a little hard at times and somewhat luck dependent on weapons spawning. I suppose you could try and avoid monsters but since killing them was the only way to level, that didn't really work well in practice. The hunger clock is downright brutal. I know the goal was to force you on but I died most often to hunger rather than monsters. But the game was still quite fun. There were quite a few objects to throw and manipulate but I never did figure out what the gems were for.
- Fantastic idea, and pretty well executed in the Roguelike format. The choice for FOV and dungeon layout works well: the room-by-room FOV makes sense for moving in large steps; the tight corridors with wide rooms contrast tentacle mobility. The controls were intuitive and fluid for what they were for. Quit fun, and you can totally imagine yourself controlling an octopus. However, I think the hunger clock was quite aggressive. After a few moves, I was losing hunger stages. There may have been increased draining from carrying more items, but it wasn't obvious. With such a small margin on a vital attribute, I think UI could have conveyed some important information. The final stage furthered the hunger difficulty by being large and open. A possible replacement mechanic could have been a regenerating stamina meter. Carrying more than 4-5 items got cut off in the UI. When you died, any key exits to title, so easy to miss. At the time of review, there was a crash when throwing a bomb near an edge. I was in top-left, last stage, throw down, and it froze. I would love to see this explored more thoroughly. I have a few ideas: - Momentum for crashing monsters across further distances. - Moving heavier objects more slowly. Some being too heavy to move. - Monsters breaking free. - Moving multiple tentacles in a single turn. - Unable to move objects past each other in corridors. - Health per tentacle. Great concept.
- * Great backstory * Neat idea with the octopus limbs * Controlilng the game is tricky though, which makes it less fun. * Not sure hunger is adding much to this game, just a case of whether you luck-out and find enough rations to keep you going!
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 - Roguelike
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Comments
Quirky and enjoyable with a bit of a learning curve, there's quite a lot of satisfaction in slinging enemies against other enemies and haphazardly swinging a rock around. Somewhere of a cross between Octodad, Carrion, and a traditional roguelike there's a ton of fun to be had with this entry.