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A jam submission

Rogue BuilderView game page

GMTK game jam 2024
Submitted by dogik99 — 18 hours, 51 minutes before the deadline
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Rogue Builder's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#13213.4123.412
Overall#28283.0783.078
Creativity#34093.0003.000
Style#37202.8242.824

Ranked from 17 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 build your "build" (upgrades) and scale up or down with each of them

Development Time

96 hours

(Optional) Please credit all assets you've used
northivanastan - Airport attack
rainlizard - Slautios OST
sounds - Freesound, jsfxr

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Comments

Submitted

This was really difficult for me. After many playthroughs I found that staying small was the only way for me to survive. Evade and regen with some shooting. I regretted any offensive picks, even though they were the funner options. I just couldn't survive. So the boss took a long time, but I could stay in one spot and shoot. The regen handled the hits.

Had lots of fun. I think the offense vs defense needs some balancing.

Developer(+1)

Thank you for your feedback, yes some upgrades are in need of balancing, I believe picking offensive upgrades at start and later trying to stay as small as possible is the way to victory, still i understand that some defensive upgrades should be +size and some offensive -size. Once again thank you for your feed back and  i hope you had overall good time. :)

Submitted

Good idea and nice concept. The bullet are very fast and I was killed very soon X) but I'm not good at all for that kind of games. Great job overall !

Submitted

Hey nice game. Its fun to duck and dodge.

Developer

Glad you enjoyed it. :)

Submitted

The risk/reward system of the buffs is really interesting, and fits the scaling theme nicely. I would've liked to see the level and score when I got a game over for more of a sense of progress - I got a few levels in, but I wasn't looking at the number at the bottom when I was dodging bullets. Some enemies and buffs could use some balancing, but overall this is great for being made within the deadline. Overall fun and exciting game! 

I like that the difficulty is tuned up. Many games in jams only presents us with easy "introductory" levels, but i'm happy to see a proper rather than a "demo". That said, the concept itself is pretty flawed as taking too many +size upgrades can be a death wish, but the advantages they give seem to be balanced to be equal to the -size's. I played all the way to the boss, and survived a good 5 minutes against him, but then i realized his health was written and that he hadn't been taking any damage all this time, so i had to give up.

Developer

Hey thank you for your feed back, yes upgrade balance isnt the best, that said i think you will have much harder time without any reds, still balance should be better. Im sorry to hear that you had some issues with boss, I played game now and everything worked as intended, hope you at least enjoyed normal levels. :)

yeah, it was a good time overall 👍

Submitted (1 edit)

Hi! I really liked the game, it was fun! The boss was also greatly made, but i have some suggestions:
1) You should add invisibilty frames on dash and/or after getting hit. 

2) Maybe increase cooldown on those machine gun enemies? They are cool, but nonstoping "rays" of bullets are tough xd

3) I had a bug where an enemy spawned inside my character so i got stuck. Maybe before spawning an enemy there should be an indicator of some sort.

4) Simple highlight on enemy bullets. On a big screen the bullets might be difficult to see.

5) You should add more variety of buffs that decrease size. And overall balance of buffs. It's now more efficient to take health, speed and dash buffs (which decrease size) than some powerups. In my run i took only 2 red buffs - the "more bullets" one and 1 "fire rate" - everything else was blue. Maybe some buffs should be in different categories? For example "+max health" in red?

All in all, I was happy to play your game, Well done!

Developer

Thank you for your feedback and im glad you enjoyed the game.

1) There actually is invincibility after getting hit. Maybe i should extend it from 0.3 seconds to 0.5 +- seconds, or show it with something like shield. 

2) From other comments re balancing enemy spawn would help. They probably should spawn around level 5/6 and not at level 3.

3) Should have added check if they can spawn, hopefully it didnt ruin your run. 

4) I didnt think of that, i have notebook monitor so i can see them well and im glad you pointed this out for my future projects. 

5) Yes more upgrades would help and some re balancing should be done, but i wanted to have some busted upgrades (like fire rate) so you can feel diference when taken. Interesting idea with max health and ye it would probably be better.  

Once again big thanks for this extensive feedback. :)

Submitted

Enemy projectiles are so fast and small that it's hard to see and dodge. The game also doesn't have invincibility on dash and max health is set too low. So most of the choices to increase size felt bad and I ended up decreasing size until I felt like I couldn't get any smaller. And there's a bug where the boss health doesn't decrease on stage 10. I think it would be a pretty fun game if added more choices to think about!

Submitted

I love a good roguelite and this was really cool. The upgrades were well done, as each choice felt meaningful. Some times I chose the upgrade that made my character smaller rather than the weapon upgrade I really wanted. Definitely difficult, but I got to level 9!

Submitted

Cool idea but very hard, or perhaps I just suck ;) I liked the different arenas and the challenges bought on by being the wrong size. Music was kinda jammin to be honest. Good job