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Heimval's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #17 | 3.667 | 3.667 |
Fun | #78 | 3.000 | 3.000 |
Scope | #103 | 2.667 | 2.667 |
Innovation | #151 | 2.333 | 2.333 |
Traditional Roguelikeness | #168 | 2.333 | 2.333 |
Completeness | #172 | 2.333 | 2.333 |
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.
- This game boasts a broody and beautiful atmosphere. The day / night cycle provides a real depth of feeling - with the shadows of trees elongating in the evenings and the glow of moonlight allowing safe(ish) transit in a short window, Heimval puts games with a simple light on/light off gradient to shame. The content is sparse but what is there is fun and accessible to anyone familiar with traditional survival games. I found myself punching a tree within the first 5 seconds of the game, missing the actual tutorial and dying shortly after. Following the tutorial provides you with some equipment and a quest that concludes with your death and the end of the game (unless there's another way through...). This is an ambitious and aesthetic game that with a bit more meat and improved performance would be an easy one to lose a Sunday afternoon in.
- Aesthetically, this is very pretty. The lighting engine is very, very nice but it does turn the game for me into a stuttering mess if I have to load in a new chunk of the area at speed trying to run away from a slime or few. The crafting system is solid, and occupying a hastily repaired building while waiting for night to pass, hoping nothing breaks into your shelter for the night is a nerve-wracker works rather well in a roguelike context. Currently, this game feels like the start of an idea, rather than a proper concept. And at times, far too stuttery to play.
- Heimval is a survival game based off you know what, whose only roguelike features are the inability to save and a procedurally generated map, which potentially stretches on indefinitely. There are so few pieces available, though, that the only practical difference between multiple runs is the direction you would have to head towards to deal with the antagonist - which matters a lot, as Heimval can start lagging heavily if you do not move towards the right place (a tiny bright pink dot far away from your portrayed map area, which can be quite hard to spot at first) and instead force it to generate too many extraneous parts of the level. Every run starting with a brief tutorial you must complete in order to get the tools needed to survive further reduces roguelikeness. On the other hand, the ending choice of sorts is neat, even if hardly compelling. Still, while Heimval may not be much of a roguelike or a roguelite, it is very MUCH worth trying as a game in general -- almost entirely thanks to its graphics, which are stunning for something made in 7 days. It has a well-realized day-night cycle, which possibly makes it the best-looking submission to this entry. The soundscape is less notable, but is still entirely functional - same as the combat. It might come down to walking backwards and pausing at just the right time to strike the slime/troll chasing you and knock them back before their own attack connects, but pulling it off consistently isn't easy, given both the forested terrain and the likelihood of nearby monsters joining in. There is crafting too, but it's only really useful for creating an upgraded bone axe and then combining slime ectoplasm and strawberries into healing potions once that is done. You can try building your own house, or place around torches, but neither will help you win the game faster, and house-building is hobbled by the seeming inability to rotate the walls before placing them down. In all, Heimval is an alright bite-sized survival game, but an amazing example of what can be accomplished visually on a tight deadline.
Successful or Incomplete?
Success
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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