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A jam submission

Three in a Rogue: ClassicView game page

A match-three Roguelike!
Submitted by NotExplosive (@notexplosive), quarkimo, Jessica Turner (@jesyika) — 54 minutes, 17 seconds before the deadline
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Three in a Rogue: Classic's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#1024.2204.220
Presentation#1454.2804.280
Overall#4343.6803.680
Fun#8853.3003.300

Ranked from 50 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You control the game via a Match 3 game, which often leads to you spiraling away from your plan of attack

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

Yes

We created all audio during the game jam

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Comments

Viewing comments 11 to 1 of 31 · Previous page · First page
Submitted(+2)

Having a game within a game that controls the origional game is very much big brain. Sadly, the match 3 game was pretty tedious and you missed a tutorial. Improvements can be made here!

Submitted(+2)

This is a mix of two types of games I love, very clever idea ! For sure moving the hero is a nightmare and take too much time, but the concept can be easily changed.

a) Once there is no more enemies in the room only tiles for movement fall down, this should already make the game much better.

b) Once there is no more enemies  in  the room, maybe you just have to click on items to collect them, having to move to get all the items is a real nightmare.

For the rest,  this game is a great idea, I would love to see an improved version of this great  concept, with maybe a better IA for the enemies too. I hope you will go on and improve this game.

Submitted(+2)

Looks and sounds great but are far too few "step forward" tiles.

Submitted(+2)

Great concept and amazing visuals! It definitely feels out-of-controly when combos that you didn't expect start happening.

Some feedback: I killed the mage in the second level and he was still able to hit back in the turn I killed it, that felt unfair.

Developer

Thanks! Re: the mage, that's not supposed to happen and sometimes it doesn't. Thanks for playing!

Submitted(+1)

This is an interesting concept! It could do with a bit of a tutorial to make sure the player has got the grasp of things, but other than that, it's a great mashup of the match 3 and roguelike genres! Music and visuals are also top notch :D

Submitted(+1)

This is a super cool concept! On most match 3 games its a bonus to get random fallout, but in this it can really mess with your strategy and make things "out of control". I like it a lot! And the polish is pretty astounding! Great game! :)

(+1)

The mechanic is very cool. However, the game itself is a slog because there just aren't enough gray "move forward" tiles and you run out basically instantly, meaning you stand there shooting, slashing, exploding, or doing nothing for a few turns just so you can move another space. Additionally, it's very tedious to get three turn tiles in a row by accident and have to spend a turn or two (or three) getting faced back the correct direction. I even tried spending a bunch of turns trying to "build up" movement tiles in stacks of two at the bottom of the screen, and it just wasn't enough. I would propose replacing the move and turn tiles with a single tile that lets the players choose where they move, or some other solution (maybe make it a turn-based rpg instead?) I got to the third room before I gave up. But the idea is great.

(+2)

Really clever idea! :)

Developer

Thanks, also hi Toby!

Submitted(+2)

dude this is well polished and neat mechanics ! sick job!!!

Submitted(+2)

This is one of the more compelling examples of this mechanic that I've seen - really nice work! I wonder if just giving more APs per turn could move it along (it is pretty glacial as implemented). Alternatively, just cheat a bit and spawn blocks the player doesn't have represented (I spent multiple turns looking for enough "forward" blocks, e.g.)

Developer (1 edit)

Yeah, it wasn't until literally an hour before submissions that we had levels that were actually strung together. I noticed that by the time you exit the first room you have basically zero movement tiles and though "well we have like 50 minutes left and I gotta upload this thing"

Thanks for playing!

Submitted(+2)

It is insanely hard to move anywhere, even after your plan of attack is over because all enemies are dead, mostly because there are not enough grey tiles (or I just don't fully understand the game).

Apart from that, it's absolutely brilliant. Love it :]

Developer(+1)

Yeah the mechanics are very experimental. I wanted to do a lot more tuning but we ran out of time. Thanks for playing!

Viewing comments 11 to 1 of 31 · Previous page · First page