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Micro Rogue - Production's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.500 | 4.500 |
Interesting Gameplay / Fun | #1 | 4.300 | 4.300 |
Smooth, Polished & Bug Free | #2 | 4.200 | 4.200 |
Likely to Release | #4 | 4.100 | 4.100 |
Aesthetic (Art, Audio, Theme) | #4 | 4.100 | 4.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Solo Jammer
Solo
Made by a solo jammer
Prototype Jam Submission
https://hyperspace-wizard.itch.io/micro-rogue
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Comments
This game is awesome! I made it only to room 9 lol Seriously congrats, this is a very cool take into roguelike. There are some stuff I woud add
Again, really, really good. I've been player something very similar on my phone the last couple of weeks: Mighty Doom for Android/iOS. Check it out, it can be a good reference.
I got to floor 26, where a very hardy skeleton got me.
I like the simplicity of it. Each floor is very short, so it encourages "playing just one more floor".
I like the minimalistic and geometric shape designs of the sprites. The graphics are clear, and the enemy sprites were designed well such that I had a vague idea as to what their abilities were when encountering them for the first time. It was a good choice that you can see the windup for attacks occurring. I found this useful when I wanted to dodge attacks or line up enemies for piercing attacks.
There was initial confusion as to how you are supposed to attack (it's on a timer). Some text at the start can alleviate this small issue. I was contemplating asking for some sort of timer bar to see when one of my attacks will fire off, but as I accumulated more abilities and quickly gotten used to the timings, I realised that would result in a messy and distracting screen.
I like that there's an upgrade after each floor. Combined with the relatively short floors, you can immediately intuit the potential power that you can amass should you survive for a while.
I'm not sure how many floor designs there are, but you quickly start to see repeats. On one hand, it feel monotonous. On the other hand, any form of predictability helps with planning ahead in roguelikes.
I'm not sure what the coins are for. Were there plans for coin-related abilities or vendor/breather floors where things could be purchased e.g. health refills, more rerolls, difficulty modifiers?
Overall, it feels well polished, and is simple yet fun to play.
This is really fun to play! I think I just played for about 30 minutes. I did kept getting ruined by ghosts, it might be helpful to have some indicator to show where one is in the wall or the general area one is at. But other than that, it's awesome!
Very fun to play. Are there any plans in the future for the coins or is it more of a secondary score? I eventually stopped trying to get them as they were always surrounded by enemies and I didn't see how to use them. I was using the dodge to get coins instead of get away from enemies.
Fun gameplay and pretty pixel graphics, but the moment I saw that + % are based off current values rather than base values, it's actually over - it makes no mathematical sense to go for - % values!
Stopped at Floor 100 due to the screen shake (Please put a cap on it!).
Left - I can't stop it even if I wanted to, the character is now immortal.
Right - What I see 90% of the time when my character attacks. The screen shakes are too much...
👀 Wow, that's insane. You clearly win, haha. I can see what you mean, I set it up that way so -% upgrades would have diminishing returns and not go negative but I'd like to take my time and redo the whole upgrade system. I've uploaded a new build where the camera shake is clamped 👍 Thank you for playing and your feedback!
Very fun gameplay, got to floor 36. My strategy was mostly using damage run, and increasing damage, size and duration; in par with soul charge and increase it its stats too; at that point the game camera was going crazy. Very fun
5 stars for everything. Got to floor 18, that U shaped room is punishing!