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SpellReavers's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #47 | 3.500 | 3.500 |
| Fun | #67 | 3.000 | 3.000 |
| Polish | #68 | 3.000 | 3.000 |
| Overall | #70 | 3.167 | 3.167 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Did development of the game take place during the 7DRL Challenge week?
Is your game a roguelike?
Turn-based
Meta-Progression
Roguelike Elements
Levels are procedurally generated using Wave Function Collapse. The depth of the dungeon floor affects the difficulty and generation by changing the enemies that can spawn, and each enemy has a gear table that changes what they equip based on the dungeon level. Loot found in the level is also governed by loot tables based on dungeon floor. Enemies and Players have access to all the same actions. If a player can equip an item, so can the enemies. There is no meta-progression, and death (If a total party wipe) is permanent, resetting the game.
Screenshots
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Comments
Woah super cool, i love the element combining mechanic the controls are strange but turn out to be quite intuitive and definitely made the stressful moments a bit silly when I would forget the buttons and spam and inevitably die