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.ogue's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #47 | 3.500 | 3.500 |
| Overall | #49 | 3.500 | 3.500 |
| Fun | #50 | 3.500 | 3.500 |
| Polish | #51 | 3.500 | 3.500 |
Ranked from 2 ratings. 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
The game uses a turn-based gameplay system, a bird's-eye tile system, procedural generation, permanent death, and dungeon crawling. For dungeon generation an
Screenshots
Yes
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Comments
Being able to draw was awesome and helpful. Makes the game stand out a lot. I liked the look of it. Very slick and stylish.
Recommendations:
Not sure why you didn't implement keyboard movement, as it's easy to add in Godot.
It'd be nice to see on screen stats like health.
I hate to ask, but could you kindly provide feedback for my entry?
Thank you for playing, and for your feedback.
Keyboard movement is a priority for the next version I release. During development I was fiddling with a few different mechanics that would have required more complex keyboard control solutions, and decided to keep it to the left mouse button.
I'm still thinking of ways to implement dashboards / bars for information such as health and attributes. I'd like it to available but obfuscated, similar to the HP systems used in the original RE titles.
My current "solution" of changing the visuals of the entity sprites based on HP is one I'd like to experiment with a more.
I have no evidence but I cleared the game!! It was a bit confusing initially, but I really enjoyed it once I realized my objectives. Drawing a map was an interesting experience (also see a cool map I drew)
Thanks for playing.
I'm glad you were able to intuit the goal and get use out of the drawing feature. I was uncertain of how I should go about implementing a tutorial.
My "Roguelike Elements" reply was cut short by an ENTER miss-click.
What I meant to say was:
For dungeon generation, an algorithm I made for the mirrored / wrapping grid structure is used. It places, propagates, and connects rooms and corridors using grid-based procedural randomness, before filling in the gaps with "exterior" zones. Following this, entities, terrain and items are placed using their own sets of rules, before finally placing the entrance / exit at a random position, with the player atop it.