Skip to main content

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

kusoRLView game page

kuso, of course, means "shit"
Submitted by minichibis — 2 days, 9 hours before the deadline
Add to collection

Play ..."game"

kusoRL's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#523.3333.333
Roguelikeness#583.3333.333

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Incomplete

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 randomly generated. combat is turn-based, although you can theoretically take multiple actions per turn. enemies and the player have very similar internal structures.

Screenshots

Yes

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

I really like your game. It's true that, as you say, it looks more like an engine prototype than a game, but you've already managed to have a good base to build something great and fun.

Regarding your delivery, I mainly highlight the graphic section. The fact that you have hand-drawn all the tiles and monsters in the game, as well as the character and even the UI controls, brings me a lot of happiness and astonishment.

The graphic style gives the game a lot of personality, and the enemies look very nice and fun. Regarding the gameplay, there's little to comment on since, as you say, this is an initial project with little content. But I like the touch of humor you've given your game with the names of the different items and equipment.

Congratulations on the work and keep drawing! Never lose that personal touch that sets you apart from the rest.

Developer(+1)

Thank you for leaving the comment! I'm glad you noticed the focus on aesthetic and personality; ideally I would have pushed it more (more varied combat animations, etc.) but between implementing basic systems and getting the game playable there was a major lack of time. Ideally I'd like to flesh this out in the future and set up a proper gameplay loop, but i'm glad you enjoyed what i managed!

Submitted

WHAT A LOVELY GAME, the enemy designs are neat I think

I love the art design of the game, the enemies and the pieces of animation.

The energy system seems to work well, I don't know if I like plenty of action points to spend during a turn to do multiple things but that's not how this game works in practice (I'm sure some consumables could allow that but that's not the point), it's rather losing a (few) turn(s) after using a stronger action, which I'm fine with and enjoy.

I like the idea that every item is something you get to use and I wonder if this kind of systems does not benefit from every single item coming with a limited number of uses.

I think that if a melee attack is selected then bumping onto an enemy could automatically use it.

Finding the time to do it is always the main issue but in theory I'd play an extended version of the game.

Developer

thank you for the feedback!

regarding the energy system, i think ideally later in progression you'd have a balance between incredibly energy-efficient options and very powerful singular actions, although progression in general is something i'd have to do a lot of tinkering with to find a satisfying endpoint.

limited item uses is a very interesting concept, although i think that the general structure of traditional rougelikes (enemy stats, quantity, and lethality scales very quick so getting your hands on the best gear is vital) and more modern roguelikes, especially deck builders (enemy abilities scale at basically an exponential rate demanding a better and more seamless synergy the further you go) would already provide enough pressure to find something to replace that rusty shortsword. i think having a wide variety of consumables would be interesting however, not just because they provide a great way to give you more powerful abilities in the short term.

melee attack bumping is something that in my mind falls under the purview of 'UI' and if its not clear thats one of the things i kind of slapped together to get something playable out the door.

id love to do a more fleshed out iteration sometime, but i'd need to refactor the codebase slightly first. i'm sort of blueprinting how i'd do that in my head, i have all the raw bits there but i need to figure out how exactly theyd fit together...