Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Corsair: The Sawgrass BladeView game page

Sneak through and ambush the Skeleton Pirates to save your village!
Submitted by yumaikas (@yumaikas), PsychoSoldier, marktanhejie, Staintocton — 1 day, 7 hours before the deadline
Add to collection

Play game

Corsair: The Sawgrass Blade's itch.io page

Results

CriteriaRankScore*Raw Score
Roguelikeness#513.5003.500
Overall#862.5002.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike?

Yes

Turn-based

Yes

Roguelike Elements
Turn-based gameplay, BSP and CA based map generation

Screenshots

Yes

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I enjoyed the stealth aspects of this game, but combat felt overpowered. Probably item use should take a turn (I'd probably keep it so the enemy that you attacked doesn't get to move, but it's a bit weird that all the other skeletons stand still and wait for you to kill your target).

Some other highlights: the lucky item mechanic is an interesting alternative to HP, and the map generation looks great and works well for stealth gameplay.

My main complaint is there's a fair amount of jank in the controls (this is playing in the browser in Chrome):

  • As you noted, moving stuff between the belt and pack when one of them is full can soft lock
  • If you have enough items then pressing 'L' just immediately moves the item in the 'L' slot of your pack to the belt
  • Movement keys like 'A' and 'C' will still cause you to move even if you press them while interacting with the belt or pack
  • Inconsistent lettering of belt items, if the first belt slot is empty and the second one has something in it, then the move to pack UI will label that item with 'A' but 'B' is the control that will actually move it to the pack
  • The auto targeting on weapons often picks a far away enemy to aim at instead of the closest one (and something like Tab to rotate between valid targets would be a nice quality of life feature)

A few other notes:

  • Skeletons don't block movement
  • It would be nice to able to drop items
  • It's not obvious what the win condition is. There's a down stairs on depth 10 that isn't usable. I eventually tried ascending back up all the way out of the temple which got me a win screen, but explicitly stating that you need to do this after getting the amulet would be helpful
  • The game doesn't let you move into the top row or left most column. I saw a down stairs generate on the top row once, but it was depth 10 so I guess it wouldn't have been usable regardless
  • Going up stairs seems to result in a bunch of unkillable enemies with no HP on that floor. It works pretty well from the perspective of making ascending with the amulet challenging, but it's not clear that this is intentional

Anyways, I think there's a pretty great core here (and even with the issues it's fun to play), but it needs more polish to clean up the bugs and adjust difficulty (descending is pretty easy at the moment since it's pretty easy to just kill everything).

Developer

Thanks for the detailed feedback on the game!

The control scheme was tricky to implement, and, to be honest, I think I stuck too closely trying to emulate numpad on the regular keyboard, and to regular RL keyboard driven gameplay in general, at least for a 7DRL entry written in Godot.

I plan on filling this game out more later, though I don’t know how soon. I do plan on putting up a post 7DRL version once I get clear of some personal obligations.