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Hero's Choice 2021 7DRL's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #15 | 3.333 | 3.333 |
Aesthetics | #17 | 3.667 | 3.667 |
Fun | #30 | 3.333 | 3.333 |
Completeness | #68 | 3.333 | 3.333 |
Traditional Roguelikeness | #107 | 3.000 | 3.000 |
Innovation | #112 | 2.667 | 2.667 |
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.
- Procgenning Zelda 1 is an incredible idea, and this is a neat execution of that concept. The game was very loyal to the original game, right down to the placement of map features. Perhaps a touch too loyal: the game could have used more modern design sensibilities, especially in the enemy and dungeon departments. The biggest problem was by far the speed of the game. Such a large game (and one where I died repeatedly) needs to move very fast as there's a lot of repetition, but movement and combat, especially with lots of enemies on screen, was clunky. Lack of music was also jarring, although mostly because Zelda 1 music is so big a part of the game's charm. Nonetheless, definitely an entry that I obsessed over and played for a long while.
- I really enjoyed this entry. Thanks so much for participating in the game jam! I liked that there were different environments to explore and how vast each "world" felt. It took a few tries of the game to come across the dungeon, so perhaps a bit of tweaking is needed for the logic behind that. Overall, I'd definitely encourage you to iterate on this work and see where you can take it; even just a bit of sound / music and a powerup or two could start to enhance this one.
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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Comments
Very cool game which reminded me of the first (or second?) Zelda. The movement was a bit unresponsive and there are no sounds or music - I think that would have made it even better. But everything else is super cool!
Thanks for checking out my game! Completely agree on the turn delay. The previous couple of years, I used Roguesharp in the background to manage the entity interactions. This year, I tried more of the Unity way of doing things with colliders. I had to use the delay to solve some problems due to smooth movement and animations between tile cells. By the time I ran into a lot of the challenges, it was too far along to change the approach.
The first Zelda overworld map and dungeons were the primary inspiration for how I wanted to do the procedural map generation. I do wish it had some chiptunes too. That would be awesome.