This is a beautifully polished and slick entry! The dice pool movement system is an interesting idea, and I think the the keep die ability is particular engaging in forming strategies.
I really liked the visual style, even though it perhaps wasn't obvious what the symbols meant. A simple splash-screen the a legend would take care of that.
Lastly, I'd be very interested to see some more traditional roguelike gameplay tropes integrated into the core of the gameplay. I kept finding myself wondering 'what would interacting with a trap, or locked door feel like' as I was playing.
Congratulations on your success! I hope you are very proud of your achievement!
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Tiles Alive's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #78 | 3.545 | 3.545 |
Overall | #85 | 3.091 | 3.091 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Did development of the game take place during the 7DRL Challenge week?
Is your game a roguelike or a roguelite?
Comments
Thank you for playing and for the positive/ constructive feedback!
Thx for feedback on the keep mechanics, I as well think this is important for more depth. Yes, I have to add some splashscreen or more intro rooms/ step by step for the symbols/ tiles/ mechanics. I did it this way, thinking that roguelike means as well exploring and not having any info, but I will add in an update. Yes, I am thinking about adding some more traditional roguelike tropes/ items. Specifically some special abilities (teleport, shield, create block at any spot, ... all collectable and only usable once).
Using dice as your movement system is such an interesting idea. The music and sound effects create a bit of a worrisome vibe, not dissimilar to that of the gameplay in the latter levels. Design wise, two points to mull over:
-I felt it takes a while for the gameplay to take off.
-Too much look ahead? Some people might feel inclined to calculate as far as possible, a bit of a contradiction to the mood of the game.
Thank you for playing and for the constructive feedback!
Nice you felt that the music created the right vibe. Yes, for me, as I played it a lot I as well feel like it takes off too slow. Interestingly, there are several comments which feel the opposite/ they'd like more intro. Classic problem. I am thinking of having "two paths" in an updated version: one with step by step intro and one for people who want to jump into the "action" and explore. Yes, 12 dice is too much lookahead! And looking at feedback, there seem to be some people who think this through and take away the pace. I myself play it very much just looking at the possible target positions. But looking at 3 or 4 dice in special situations.
I liked your game! It was good to see what all my moves were so I could plan my way around, but the moving tiles and holes really started to trip me up. I feel like there was some more depth that I didn't really understand, like what the values of the food would do, but once you figure out the gist it's easy to pick up.
The musical choice made this much moodier than I was expecting
Thank you for playing and for the postive and specific feedback!
Yes, I think that in an update I have to better/ slower introduce all the tiles/ symbols and mechanics. For the game jam I tried to visualize the behaviour with the animations (numbers/ dice moving from event to the food/ score ...). But it is only clear when knowing. I did not have much time to choose the music, nice you felt it made it moody. Yes, with just ASCII characters/ tiles and the mechanics it tends to be "dry".
The presentation of this is really slick, nice clear display, and I liked the music. I didn't really grasp what some of the tiles were meant to convey, e.g. I ended up falling down a hole, I couldn't tell what it was. I really like the dice-based movement and being able to see what was coming up and plan out the next few moves. Cool work.
Thank you for playing and for the positive/ specific feedback!
Yes, I think I have to make some intro rooms which slowly introduce all symbols/ tiles (allowing to jump over for later runs). And, yes, I struggled to make clearer when the player dies, what the reason is ... I am thinking of adding some slow motion just before and focusing on the event. Nice you liked the dice-based movement.
Interesting movement mechanics! I liked to plan and think ahead for the upcoming dice rolls and it felt very satisfying when everything clicked. Cool entry!
Its definitely a unique gameplay experience. Although I don't fancy this kind of turn based movement a lot, the music and other contributing elements were good enough to keep me from quitting for a while longer.
The UI in my opinion could be improved on a little (I found it a little sophisticated).
Overall, everything was quite impressive considering the small week you had to make this game.
Cheers!
Thank you for playing and for the positive and constructive feedback!
Thank you for pointing out that he music/ other contributing elements (animations probably and other) are important. Else I think the game would be very "cerebral".
The UI too sophisticated. Yes, and I normally hate such overloaded engineered UIs - I prefer little or none. Here I did it for time constrains (easier to add than to minimize to core) and it felt more old-stlye-PC-rogue to me.
Love the originality and how interesting it is to have predefined dices as movements, would love to see that in more games.
Thank you for playing and for the positive/ constructive feedback!
Yes, I was pulled forth and back about how the first levels should be. For an update I will make easier rooms/ which allow to explore the mechanics step by step. (but allow to jump over these when replaying or for people who want to start difficult)
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