Fun combat! Wands felt powerful. I could feel some of their identity but wish there was even more differentiation. The elemental damage types I didn't really notice; they weren't super clear to me.
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The Omega Rod's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #36 | 3.889 | 3.889 |
Roguelikeness | #56 | 3.778 | 3.778 |
Ranked from 9 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
Glad you enjoyed the combat!
Elemental damage is multiplied by 1.5 when effective, and divided by 1.5 when not effective (as opposed to Pokémon for example, which multiplies and divides by 2). My intent was that having the right element is a bonus instead of being essential, but maybe that ended up making the effect too subtle.
Fun game. I wish I wasn't playing with a trackpad. I didn't check if you had controller support but it would be a great addition if it doesn't. Has a Enter the Gungeon like feel.
Very engaging gameplay and super fun combat. There's different wands and even upgrades/scrolls! Kicking open a door guns blazing felt very satisfying, I liked it a lot. Cool entry!
Lovely game, i like the variety of rods you can have, and the screen shake was on point.
Really solid entry!
First of all, I really like the concept of having two weapons you switch between as you fight. The charging mechanic really encourages you to switch back and forth to take full advantage of your energy recharging as well as take advantage of elemental advantages/disadvantages. There was an impressive number of weapon types and all of them felt different to play, even within the same class but with different stats.
This is a game where the "monster house" style of enemy spawning worked really well. I especially liked how the music instrumentation changed during combat.
Biggest areas for improvement are probably just an extra level of polish (like movement animations for the player). I do think the super effective/not very effective hints could have been clearer (I noticed part-way through the numbers had a color tint when dealing damage). Different sound effects would have been a great indicator here --- then again, the game was made in a week, we didn't even have time to put sound effects in ours at all.
Thanks for playing. I'm glad you liked it.
The super/not very effective hits do actually have different sound effects. The damage number size and level of screen-shake also changes with effectiveness (along with colour tint you mentioned). Perhaps I could increase the variation of these effects to make it more obvious?
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