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A jam submission

Potato ScienceView game page

No actual science included
Submitted by Sheepwatch — 10 hours, 35 minutes before the deadline
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Potato Science's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#1102.8583.500
Completeness#1612.4493.000
Aesthetics#1742.4493.000
Scope#1752.0412.500
Fun#1822.0412.500
Traditional Roguelikeness#2311.6332.000

Ranked from 2 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.

  • Likely the single weirdest submission to this jam. Very much not a roguelike with its Tiny Wings-style gameplay, and the maps are so similar to each other you may begin to doubt if there's even procedural generation involved. Nevertheless, it's an experience well unlike any other submission, and it's worth trying it for a little while in case you need inspiration.
  • I love the theme here! It's such a great absurdist setting and it ties together the game flow nicely with the potatoes falling back into the water. It's a great hook and instantly inviting theme. The crane setup works well too, grabbing the potatoes from the water feels nice and fishing for the potatoes with attachments is nice. However I think the actual potato-rolling game is very limited. It's a great setup for fun and comedy, but the player really lacks agency in the rolling game. It's difficult to actually make use of the attachments for any really effective play, though all of them are useful as well as fun and interesting to use. As a result most of the actual game play is rolling right and firing off abilities when you get near an enemy (or have an obstacle to overcome). That wouldn't be the worst, but the pacing doesn't match that level of gameplay. The potato rolls slowly (which is fitting it's a potato), but the levels are quite large. I think I clocked each level at about 4-8 minutes to complete. Mostly they are pretty similar with challenges or things to do spaced pretty far apart. As a result losing felt very tiring because of the setback in time, and that breaks the draw of trying yet another run. What I would recommend is trying to condense the potato rolling, make it something faster paced with more player agency and control somehow and then you'll have a great gameplay loop setup to encourage people to keep trying.

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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