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Fragile Knight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #60 | 3.333 | 3.333 |
Completeness | #68 | 3.333 | 3.333 |
Fun | #78 | 3.000 | 3.000 |
Scope | #103 | 2.667 | 2.667 |
Innovation | #112 | 2.667 | 2.667 |
Traditional Roguelikeness | #211 | 2.000 | 2.000 |
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.
- Its fun as a meat boy or Celeste type plat former but it doesn't really contain any roguelike essence. No real progression in run or between runs, not turn based, and the only seemingly random elements to it are the level generation but that's very clearly 10 layouts or so stacked on top of one another at random. That aside there is some fun to be had here, wall jumping is a sort of intrinsically fun game play tool and this game delivers on that perfectly. From the moment the intro starts the retro aesthetic immediately sets the mood setting you up for the arcady platforming your about the get into T. Helped by absolute vibe that is the background music fits the feeling of precision platforming. I actually left the game running in the background as I wrote this so i could listen to the whole thing. I wish that i could've listened to the whole thing in a run where I was actually playing but the tiny amount of variety had me repeating areas before I was one minute in. Asking the player to make progress for 9 minutes in an easy plat-former is an absolutely grueling task. With the momentum of the character, unnecessarily large hurt-box of the player(or hit box of the spikes I couldn't tell), and the propensity to bonk off of the corners of blocks while landing or jumping into them this platforming is often very tricky and frustrating. I think controlling the fragile knight is really enjoyable but the level design and objectives do not accentuate this fun they take away from it. This is however a great opportunity for expansion into many different directions as the game really does have a lot of potential.
- I don't think it qualifies as a "traditional" roguelike, but it's a REALLY well put together entry regardless. The concept is interesting, the art and sound is very solid even if done in a platformer-style. The entry page mentions a nod to Celeste which I can totally see. I'd definitely encourage the team to iterate on this work! Thanks for entering and hope the team had a good time during the game jam.
- Sorry but the game was in an unplayable state for me. I just died over and over again with a mostly green screen. Frustrating. Also, can't be positive because the game was unplayable but reading the instructions and this really doesn't seem like a Roguelike. Maybe a Roguelike-like platformer with procedural generation.
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
I can't figure out how to get out of the starting area. I'm just stuck at the bottom of the well (in the bit in your screenshot) standing there doing nothing? I tried waiting a few minutes.
I'm not sure if enemies just aren't spawning or I'm supposed to be able to climb out? It's a shame because it seems like a really nicely polished game.
I also have to quit using Ctrl+Alt+Del?
Hi JPlay, thanks for your comment. The player is meant to exit from the starting room by double jumping and wall jumping. They spawn in the unconscious pose and wake by pressing jump, after landing all the controls are unlocked. I've updated the starting room to ensure the starting platforming is easier and more accessible. I hope this helps, please let me know if you have further problems and I'll see what I can do about it. Please note also, controllers other than Xbox are not officially supported and likely will not behave as intended, so currently you should be using Xbox or Keyboard.
Thanks, I'll give it another go, I thought I might just be missing something - but the water never started rising and iirc the menu said all you had to do was survive 9 minutes so I figured if it was counting time already I coulda won by not moving so maybe there was other stuff supposed to be happening.
Me sitting in the starting area doing nothing and going "huh game broke" reminds me of when I was a kid and didn't get far enough in Ecco the Dolphin to see the aliens and thought it was a game just about swimming left and right on the starting screen :D I am the idiot that games need to be made idiotproof for.
We actually put a little Easter egg in there for doing just that, waiting in the starting room for the full 9 minute run to be over. It is intentional and it doesn't really count as a win, since the score is terrible and most stats are very low. The moment you make it out of the choke point at the top of the room, the water begins rising, it doesn't start immediately so that people have a chance to mess around and get comfortable with the controls in a safe environment first.