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A jam submission

Totem of SeedingView game page

Submitted by anttihaavikko (@anttihaavikko) — 1 day, 12 hours before the deadline
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Totem of Seeding's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#94.0004.000
Roguelikeness#833.1823.182

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

No

Roguelike Elements
Permanent death, random dungeons (can be seeded), random loot/enemies, ascii-inspired visuals

Screenshots

Yes

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Comments

One of my favorite games of this jam

Submitted

Very nice, has a lot of potential.

Submitted

This game is fantastic. Really impressive to get it all done in 7 days. where is so much in it. Everything being character based is a really unique spin and works really well. Very clever aesthetic, nice work

Submitted

Woooow, loved the art in that game, very creative use of letters and nostalgia for old roguelikes. I couldn't play the game too long as the browser version was slowing down over time and when moving between rooms the camera was not shifting right but I think that is a problem mostly happening on my machine :)

overall, great game :)

Submitted

Hey look — this floor was generated procedurally!

As always, your games are extremely polished and impressively scoped for the length of the jam. There were a lot of items, stats, and enemies that felt pretty distinct (although some of the equipment bled together, especially at higher rarities where everything became a stat pile).

The seed mechanic was neat, and made you choose between keeping your letters around as equipment or using them as a word. The choice became a little tedious in the late game, since you could almost always spell a 10-15 letter word, but you had to puzzle over it with your fifty letters and use the drag-and-drop interface. It would have been nice if you could convert the chaff into wild cards or something else to clear up space and make use of large numbers of duplicate letters.

Like any good roguelike, there seemed to be certain lucky items that let you get a crazy lead early on. I got a broadsword — and upgraded it twice to Legendary — which turned my dual-wield pump-actions into an instant death button. There were other distinct and enticing strategies as well, like building for magic and movement speed.

The worst part about the entry is the endgame. Once you have all Mythic equipment, it slowly becomes more and more tedious as the enemy health scales and you stop getting stronger. By the end, both you and the enemies are very tanky, and it takes several seconds of continuous shooting to kill even the weakest enemies (and even with the broken broadsword build). I kept a scroll of teleportation in my inventory as a panic button and used it a few times if enemies trapped me against a corner or something. It might be an improvement if enemy damage scaled more and health scaled less, so that the gameplay never turns into a pillow fight.

(Side note, if your HP goes to zero while teleporting to spawn, the “Game Over” screen appears but you don’t die! My last couple floors I just played through the game over screen after having panic-used a teleport spell and put the game in a weird state.)

In terms of roguelike-ness, it’s obviously deviating from the “classic roguelike” formula by being real-time and not grid-based. However, you still keep the spirit with the items and interactions, high-res ASCII graphics, and little tropes like the ability to kill a shopkeeper and take their stuff.

Great work for one person and one week!

Developer

Good points!

Yeah the endgame definitely becomes stale and will get some improvements.I'm thinking of tuning the drop rates down for the highest rarity items to lengthen the gearing process a bit at least. And all the enemy stats were supposed to scale the same but it seems their damage is somehow bugged. and doesn't. And at least the boss (and NPC) bullet patterns always just do flat one damage meaning they (especially the traders) just become free loot/score piñatas that tickle you a bit.

A way to trash/transform some of your letters sounds neat and a way to go. Maybe even something as simple as you giving some about of letters and you'll get 50% back as random letters. And there definitely is too little vowels (A and E mostly). Even more noticeable for set bonuses as I don't think there are any vowel weapons except for Y. Could also add a "auto move" with right click or something that would move the letter from stash to the first unfilled spot. Same could work for equipping stuff too so you could just right click to replace the currently worn item.

Submitted

This game so great, I like the art style and the music, especially the smooth visual effect

Submitted

Very impressive game, while the visuals and artstyle are mediocre the game makes up for it in the gameplay, combat is very smooth and flows well, with punchy effects and juice unlike my game :(

overall a very fun experience, quite polished too so well done!