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A jam submission

Rainy DayView game page

An evil corporation is draining the planet's resources, there's only one way to stop them.
Submitted by Slashie (@slashie_), QuietGecko (@QuietGecko) — 8 hours, 27 seconds before the deadline
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Rainy Day's itch.io page

Results

CriteriaRankScore*Raw Score
Scope#63.6673.667
Completeness#253.6673.667
Traditional Roguelikeness#413.6673.667
Innovation#763.0003.000
Fun#783.0003.000
Aesthetics#1103.0003.000

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.

  • Initially very confusing, but the ability to log into another roguelike is crazy cool. The game plays like a couple different, very traditional roguelikes.
  • On initial look, this feels very bland. It's a very typical looking green on black looking roguelike, but therein lies the hook. The obvious FF7 references - especially when the music starts up - when you start the actual game tugs on nostalgia so hard that it's impossible to not get sucked into playing this. It's a rainy day, and you're spending it playing an old game and fighting evil. As for the game itself - It's a pretty standard hack and slash with gun, but the upgrade pods on each floor that you can learn a new skill in adds an extra layer, especially when they aren't all combat skills. Increased carry capacity, increased FOV, power upgrades - there wasn't a skill that could be learned that felt superfluous or pointless. I got overwhelmed on the harder floors more frequently than I would have liked, but that's fine, it's still a great game. I'll be trying the post 7DRL version soon, I enjoyed it that much.
  • I like the aesthetic choices of the ascii alongside realistic sound effects its very immersive for the crawling through caves experience. I also liked the cute auto generated vhs tape names at the start and the rougenet link opening. The perk system is interesting but some of them feel significantly worse than others, never really felt like I could justify the plasma rifle upgrades as in the 60 minutes i played i found 2 ammo pickups. The game play also gets pretty repetitive pretty quickly as the only real combat choice is when to heal although props for being aware of that and putting them everywhere because this could've easily been a game with a lot of no win areas otherwise. I think the four areas was a little ambitious for this project as the game play loop doesn't stretch out to that long of a scale well. If you continue to work on this id love to see how they would gain their own personality though!

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

great game, great idea

I like it! Great mood.