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JuraxGames

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A member registered Mar 16, 2023 · View creator page →

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Sorry it took so long for me to get around to reviewing this.

To put it shortly, I think Rogue Secret Shadows has a good amount of potential, but probably much potential for it to shine with just 7 days of development. I like the way stealth is handled but the interactions between the player and the environment are understandably pretty limited. With just a handful of simple spells and objectives the game runs out of new things to show the player pretty quick. But like I said, with just a week to work on it it's hard to say that as a real criticism. I like the background song and I think the art is nice, except maybe for the very tiny torches. The shader is a bit strong but I saw that that can be turned off so that's good. But concerning the design, objectives seem like a good way to handle not having direct combat in a roguelike. The secret mission is interesting but it doesn't really make sense logically that your character would be given a mission that they don't know about from the start. If you keep working on the game you'll have to write some lore reason to explain that. Also the mission to lock YOURSELF in a room is a bit odd.

So to finish off this review, all I can really say is that I don't think I can really review it any further since like I said, I don't think the game got the chance to show off its whole potential. Like getting annoyed at a sapling for not bearing fruit. So I'll finish this off with a list of things that might be good to have if you decide to keep going with its development.

In no particular order:

-putting out torches

-hiding in darkness

-disguises  -as a guard, rat catcher, bard, etc

-caltrops

-slippery oil/slime

-"distraction" magazines

-hiding in an empty suit of display armor

-flash powder

-bribing mice/ants with food to get them to answer questions/help you find something  -depends on how fantasy you want to get

-setting a fire as a distraction

-pickpocketing

-pushing furniture in front of doors to block them temporarily

-non-lethal poisons to sneak into npc's food/beer

-splitting detection between sight and sound and maybe even scent for animal guards

-various illusions to trick the player  illusory guards/monster to scare the player away from somewhere?

-missions where you swap something with a fake version -painting, document, gem, whatever

-additional z levels for basements/tunnels/rooftops/etc    -could be a lot of work to implement though

Those are mostly just off the top of my head. Take em or leave em. Good luck!

Sure. I signed up to be a judge so I may end up having to give it a review anyway but if not I'll make sure to get to it.

Thanks. It might be an idea I go further with and yeah it needs a lot of work and balancing.

The connection is drawing hands like poker.

Can you explain sin and purity?

Nah its not a big deal. It actually seems like it might not have been the treasure. I've seen that if an island generates far out enough to the edge of the map there's a chance you can just walk out into the ocean without any treasure there. 

Anyway, you have a decent game here. It feels like if you had 1 or two more weeks you could really have something quite interesting.

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I did. It's like a second per turn. Is it the way the game renders the window or something? Because there's less lag when you zoom all the way in.

I found the most efficient way to win. Consider my dopamine receptors on fire.

It looks like the treasure might have spawned in a bad spot and created an area where I can just swim off into the ocean. The map said two paces west and south of the X. I can even go from island to island without my boat but I bump into a lot of tiles around them.


My ghost killed the lich.