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Splicer Slicer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness | #104 | 3.000 | 3.000 |
Aesthetics | #110 | 3.000 | 3.000 |
Fun | #120 | 2.667 | 2.667 |
Innovation | #151 | 2.333 | 2.333 |
Scope | #155 | 2.333 | 2.333 |
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.
- This brawler feels little like a roguelike, or even a roguelite. While the map does consist of separate blocks that are probably reshuffled every time you start playing, it is very hard to say for sure, since the number of sections is very limited, and the player's mobility is so high that same blocks being placed in different locations means little. There is also an additional section collapsing every time you advance to a round, as well a "boss" fighter getting randomly selected from a pool of about 5 at the start of every round, but these were around in wave-based games for a long time. On the other hand, the gameplay itself is decent when considering the game's small scope. You are very fast, but so are the boss fighters, while basic redshirts are slower but have progressively increasing numbers on their side. Running and jumping around to try and manage those waves and to separate the elite from the chaff at the start of every round is often intense. On the contrary, every round ends with the tedious process of trying to locate and cut down the last few fighters that got dropped on top of tall platforms from which they can't descend: in fact, even your character often requires wallrunning, whose existence is never mentioned in the game, to reach them. Being lucky enough to encounter a Wolverine lookalike elite and get HP regeneration upgrade from it, likewise allows you to jump onto an inaccessible platform and wait to regenerate HP there. The lack of even a heavy attack, let alone any other combat complications like kicks or combos, also limit the enduring power of combat, although their omission is entirely understandable when considering the timeframe. Graphics are likewise what you would expect from a 3D submission made in 7 days. However, the inclusion of a couple of songs with lyrics is a nice surprise. Altogether, Splicer Slicer is hardly a roguelite in its current state, but it is fun enough time-waster for brief amounts of time, and has a good room to grow in the future.
- This is a real-time, hack and slash, platformer game with basic roguelike elements like modularly placed levels segments, random enemy placement, and permadeath. It is only loosely a roguelite. The mechanic of the level falling between rounds is interesting. The power-ups are a little unbalanced-- a higher jump is more convenient but healing over time makes you functionally invincible. I beat 8 levels before falling off the level by accident. While there are more enemies per round, the enemies stay the same while the player gets stronger, making the game loop easier the longer you play. I think the combat would be more engaging if the enemies quickly indicated that they would attack, then attacked in a direction, rather than the long wind-up followed by an attack that tracks the player. I'd love to see more impact in the attacks. The game doesn't have major bugs and the UI is mostly polished, other than a non-functional settings menu.
- This is a fun little action platforming, arena, hack and slash game. I'm not sure what about it makes it a roguelike. I do like the low-poly, pixelated look to the game and could see this being a fun arena style multiplayer experience. But, not very roguelike.
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
Not bad. I'm glad I'm not the only one who made a 3D entry. It's an interesting concept, I think it can be taken a lot further.