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A jam submission

Nascentiar CloudstepView game page

roguelike with height mechanism
Submitted by JustusPan (@JustusPan) — 8 minutes, 20 seconds before the deadline
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Nascentiar Cloudstep's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#1232.3094.000
Polish#1391.7323.000
Fun#1401.7323.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Incomplete

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike?

Yes

Turn-based

Yes

Meta-Progression

No

Roguelike Elements
Potions, scrolls, wands—the most basic roguelike elements.
The dungeon generation algorithm includes special terrain and an air-current (wind channel) mechanic designed to work with aerial/airborne actions.
The player controls a wuxia (martial-arts) character who uses elevation in the dungeon to counter enemies.

Screenshots

Yes

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Comments

Submitted(+1)

yo this is pretty sweet! i think the airborne mechanic is REALLY great and I especially like the way you implemented it. adding a z-level dimension to turn-based roguelikes often feels a bit gimmicky and hard to understand, but i feel you've come up with a really nice way of doing it with the UX of the y-offset and elevation number (i would honestly even go a step further and just eliminate the variable room heights and just have a fixed altitude cap everywhere). so many great ways this system could grow, and it would be super fun and satisfying to chain crazy combos of abilities (reminds me a bit of Wu Jian from DCSS). you've also managed to add a lot of pretty fleshed out systems (inventory, map, skills, identifiable items) so great work! it feels pretty complete to me as far as 7drls go. one question: it wasn't immediately clear to me if you gain any damage or evasion bonuses against enemies when you are at altitude 1. it sure feels like you do, but i'm not sure if i'm having a placebo effect lol.