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Talk Small's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #10 | 3.667 | 3.667 |
Completeness | #68 | 3.333 | 3.333 |
Traditional Roguelikeness | #77 | 3.333 | 3.333 |
Scope | #103 | 2.667 | 2.667 |
Aesthetics | #110 | 3.000 | 3.000 |
Fun | #120 | 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.
- Completeness: It's fully implemented. There are some visual bugs with UI elements overlapping if you don't fullscreen the game, but if you do it appeared to work fine. Aesthetics: The game has clean illustrations, and the UI is very understandable. The walk animation for your character is quite charming, too. Fun: The mechanics were a little opaque to start, but after some experimentation I found it pretty interesting. The matching gameplay is interesting and engaging. However I didn't find the desire to continue playing after a few completed runs. Innovation: This game does a really good job of attempting to express the feeling of conversation via non-dialogue gameplay mechanics. Non-combat-based games are unusual and this is a cool take! Scope: Scope is reasonable for a 7DRL. Traditional Roguelikeness: The conversation scene itself isn't particularly Trad-Roguelike-y, but the game does share the roguelike feeling of embodied movement through an area and resource management. So, roguelite, I'd say.
- This game felt quite unfinished, for one there was no introduction and I was just thrown into the game. There were no outlined goals and I found myself confused at first, I didn't really encounter any bugs, but the blocks from previous encounters seemed to remain for each new encounter with the same character( Not sure if this was just a bug or a feature, but I don't know how it would work as a feature), and progression in the game was none existent. Also there seemed to be no game over condition and no way to exit the game I'll be blunt and say I didn't particularly like the artstyle, the hand drawn character portraits didn't didn't look very good and some were just pretty bad, although I did like how the block character was animated. The UI was also pretty bad, the buttons placement was odd at times( I found it difficult to rotate a block when it was at the upper left corner of the screen), and I had to play the game at full screen because the game was basically unplayable at lower screen resolutions. The only reason I didn't have fun while playing the game was because I had absolutely no Idea what to do and had no way to find out, I'd say a quick introduction with instructions on what to do would really help. I haven't played a game like this before and found the concept to be very interesting, It has a lot of potential and I would like to see it as a finished game. Although having a few parts that I feel take away from the general roguelike feel of your game, it is still technically a roguelike depending on who you ask( Including me ). I just feel some form of progression, perhaps gaining affection with different characters, would add to the game. Altogether, though I have my issues with the game, it is a good concept I would like to see expanded upon. Good job.
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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