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A jam submission

RECLAIMERView game page

a tactical roguelike
Submitted by Drew Harry — 13 hours, 8 minutes before the deadline
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RECLAIMER's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation - The game manages to bring some new elements to the equation#172.8403.667
Fun - You want to play this game more than once#192.5823.333
Robustness - The game is bug free and stable#302.3243.000

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

Is your game a Traditional Roguelike, as defined in the homepage of the jam?

Yes

Did you add Screenshots to your game page?

Yes

What aspects make traditional roguelike design enjoyable?
Oh! Well, I fell in love early with immersive sims, which in retrospect were in some ways in the legacy of the systems-driven mechanical complexity of roguelikes. I love how elaborate the systems can get when the visual presentation is simpler. I sense there is still a lot of potential for different sorts of simulations. Traditional roguelikes are also a reminder that it's possible to land the sense of a rich world without tremendous graphical complexity. Larger games are constantly re-learning this lesson and I bet that trend continues.

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Comments

Submitted (3 edits)

I've finally had some time to sit down and play this at more than a cursory level, and I like it a lot! It is my favourite game of yours so far, and feels a lot more like a full experience rather than a prototyping of ideas. Got it working on Ubuntu with steam Proton. Some random thoughts:

  • The overall game loop feels nice. I like knock-back as a primary mechanic, and how crazy the chain reactions can get at a deeper level (even though it's sometimes hard to predict what is gonna happen on an action). I like the risk/reward mechanic of getting chests, and the addition of the timer helps it feel urgent.
  • Shop purchases feel meaningful. I think it's a nice idea for a jam game to have a cheap way to refill hp 100% each round. Even though the game is deterministic i still make lots of mistakes so it's nice to start with a fresh character each floor.
  • Difficulty feels about right, and once the more advanced enemy types appear you really do start feeling a sense of danger.
  • Some of the ui features felt novel, such as showing the knock-back trajectory of enemies and I really like how the dash executes on key release.
  • Originally I thought of a few balance issues: maps too big, pistol too weak, cyclone too strong, but I've since changed my mind because: maps really start to tighten up in the second biome, i realized pistol can perform knockback, and cyclone is really your bread and butter and sort of the main mechanic of the game. Still it could be interesting to experiment with some of these things.
  • My biggest gripe are some of the controls. I would really like 'X' to also move you down, or at least not perform a wait action, as I've died many times accidentally pressing it. Also, it would be nice if numpad enter executed cyclone or shot nearest target so that I could fully use the numpad controls and keyboard without having to keep switching back to the mouse.

Overall, a really solid entry. Nice job!

Developer(+1)

Thank you so much for this feedback! It’s certainly the game I’m the most proud of. But weirdly, it got much LESS of a positive reaction than runner did. I thought this would be more of a crowd pleaser with actual progression, biomes, traditional combat!

I realized the week after the jam I made my life far harder than necessary with the knock back animations. I should have just put arrow icons in each tile visualizing final destinations. The push animations were at least a day of dev time and they never fully worked the way I wanted. Weird stuff like showing wall collisions got very complex.

Balance is so tricky when the numbers get chunky. The difference between 0, 1, and 2 knockback feels HUGE in terms of tactical implications. And then figuring out wall damage versus weapon damage. I don’t think this is right, yet. I’ve considered cyclone only working on the cardinal directions, maybe there’s a facing system and it’s the front arc only, cooldowns, … I also suspect that balancing with HP alone is a problem. It may be better to have hp, armor, and stability – armor reduces weapon damage, stability reduces knockback. Then you can get enemies with more flavor, and builds can specialize a bit more. You may be a damage build versus a knockback build, and struggle with the opposite enemy types. But then I need UI to visualize all this complexity!

Now that the library I used, Prism, hit 1.0 I want to rebuild and extend. I feel like there’s so much here that I could build on. More enemies, more weapons, huge upgrade path potential, more flavorful level generation, a meta structure for different missions/runs leading into “one final job”, and much more. More than runner or gridlock, I have a sense the bones here are good and can sustain a lot more weight.

I’m encouraged to hear it worked with Proton. I’ve been contemplating a Steam Machine to replace my PC, but was concerned I might not have access to the *DRLs. Was it hard/annoying to setup?

Submitted

Nah, very easy to setup. From steam you just right click and choose compatibility mode, and usually the latest version of Proton works for most windows executables I've tried. Worst case you have to fiddle around with Proton versions, but usually you can get it running.

Submitted(+1)

Yeah, this is pretty fun. Sneaking between shots and scampering to the exit. Sometimes difficult to tell what exactly is going to happen, but that may be a learning thing. Unfortunate crash as I beat the game with 30 credits or so.

Submitted(+1)

Took me a bit to get the hang of, but it is quite fun!