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A jam submission

CaveRunnerView game page

Steal from thieves until you can afford to retire.
Submitted by Pharaoh439 — 2 days, 5 hours before the deadline
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CaveRunner's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#283.6363.636
Roguelikeness#293.9093.909

Ranked from 11 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
Levels are procedurally generated, death is permanent.

Screenshots

Yes

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Comments

Submitted

Oh damn it feels really good to play, you've nailed it

Fun game, liked the music

Submitted

It seems like a fun concept! I wish that there was more level progression because I just  dumped money into the upgrades early and then it kinda felt like a grind without difficulty progression for the next 4-5 levels. I also found that the slime random movement felt cool at first (and looks neat) but was mostly annoying since they would move on top of me and I didn't feel like I had much need for control of my movements once I ran out of swords (which weren't really needed).


I love the core concept/theme of the game as a fun take on Moonlighter and I think it could be explored way more. Well done for 7 days!

Submitted

Nice entry it was very polished!

Submitted

Loved the game! Interesting concept, fun music and changing sounds - it's quite addicting! Also, easy to understand, but not too simple with all the features and shop around it, which is a great bonus! I made it to cavern 6 before taking a wrong turn before I noticed :D Seems like a complete gamejam submission if I ever saw one! Great job!

Submitted

Interesting game concept, not killing enemies but "robbing" them. Quite enjoyed it. Would have liked more player feedback when the bag is full, i spend quite a few times bumping into stuff wondering why it didn't pick up only to notice my bag was full. Also felt a bit too luck based, if i went into a direction that ended up being a deadend there would be nothing i could do to escape the goblins.

Developer(+1)

Thanks for playing, and for leaving feedback! I agree on all points here. The bars aren't necessarily enough feedback to indicate game state. Audio queues are needed. I also intended to display the entire level to the player before starting, in order to help them navigate. I want those detour routes to be calculated choices rather than unexpected dead ends.

(I actually have a patch ready with these changes, but I'm holding it until 7DRL judgement ends, to give an accurate reflection of my results for the judges.)