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lowresjam entry's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Authenticity (use of resolution) | #89 | 4.611 | 4.611 |
Graphics | #115 | 3.722 | 3.722 |
Overall | #144 | 3.597 | 3.597 |
Audio | #170 | 3.167 | 3.167 |
Gameplay | #203 | 2.889 | 2.889 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What did you learn?
TO BETTER TIME MANAGE AND NOT PROCASINATE 2 WEEKS
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Comments
Great visuals, with more time I'm sure you could make something really cool with this, and at least you submitted something, that in itself can be a challenge, so good job :)
Thanks! This is my first jam so I am quite happy!
Classic ascii roguelike experience. Agreeing with the walking… it was ok, but for the little 1px alignment jump happening at the end. Needing a key release also was a bit annoying, I would have preferred constant keypress to retrigger directional move (at least every x time). Good job with this entry!
I’ll be sure to add that! Thanks!
I love roguelikes and this is a solid foundation for that. The ASCII graphics and lighting were really well done. That being said, I couldn't really find a use for the flasher because the burner killed enemies 100% of the time. Also I felt like for this kind of roguelike, having the character snap to a grid after moving might be better than a "walking animation".
Thanks!
NIce! I like the idea of baiting enemies into traps as a form of combat. The ascii art is also really cool. Good job!
Thanks!
The lighting effect is neat and the usage of pixel characters as sprites is a cool design choice, and I like the idea of indirectly attacking enemies and luring them to their demise.
For such simple visuals and simple game mechanics, I can see a lot of way this game can be expanded. I am looking forward to what you have in store for your actively developed version. Nice work.
Interesting concept involving indirectly attacking enemies. The jam version is slightly buggy but the postjam version lets me analyze the intentions much better. I wish there was a reason to use the stun trap after you get the instant kill trap (cooldown mechanics, enemy alert system, ect.). The slight emphasis on stealth also provides some fun grounds for expansion. The graphics provide a nice take on ascii graphics, and the audio is pleasant as well (although sound cues for gameplay would have helped)
Hi! Those are actually really good ideas! I’ll be sure to keep them in mind when working on the postjam version further! Thanks :D
Soothing music! I like it.
Great lighting effects and palette. As someone else said, I'd love to see this fleshed out a bit more. A chill rogue of sorts.
Hey a fellow godot roguelike :D Nice!
Music is calm and relaxing, I like it.
The tiles are nice, los and lighting especially adds to them, I sometimes find ascii can look a bit jarring but the muted pallete here is pleasing.
I would love to see this game fleshed out a bit more, the roguelike with trap/item based combat concept is really cool I think.
Thanks! I’ll be sure to develop it more in the future, already added some improvements (that version is linked in the description). :D
i love it, i made a kind of rogue so i know that it wasnt easy, my congratulations
Thanks!
I love simple rogue-likes. If there was a way to progress or lose, I'd probably sink an hour or 2 into it. Love the soundtrack btw.
Thanks :D
Yeah I added progression and death but i didnt have enough time to debug them, so i just published the version i knew is stable. Ill upload that version here (along the jam one) when i fix it.