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A jam submission

Ad IterumView game page

A dark-themed roguelike
Submitted by unreleasedgamedev — 1 day, 11 hours before the deadline
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Ad Iterum's itch.io page

Results

CriteriaRankScore*Raw Score
Does the improvement move game in the right direction#15.0005.000
How sufficient was the improvement#15.0005.000
How creative was the improvement#14.0004.000
Overall#24.5004.500
Was the improvement free from bugs#34.0004.000
Was the improvement accomplished#34.5004.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Describe the improvement that you have been working for this jam
Link to play is here: https://play.unity.com/en/games/6c760fb7-61d1-432b-ae06-00e8aebb17fe/webgl-builds

Mostly core mechanics and art. Been sharing in discord“s thread: https://discord.com/channels/1364927857138335765/1440145283383296040/1440145283383296040 , but in more detail here's the list:
Changes from 17th Nov to Nov 30th

### Enhancements
- Minor UI updates to entities outline, so are more distinguishable from the background
- New: Mutations x5
- New: When player mutates, there's a new visual clue.
- Updated the menus using new art
- New: Fungal biome!
- New: Ranged weapons! Press F to toggle ranged mode
- New: Additional stats on game over. "Best of" is saved across sessions.
- New: Two new unknown mutagens
- New: Blood merchants will offer you perks...but are not free.
- Minor UI updates and animations
- Acquiring mutations shows now more prominently in the UI
- Inventory now shows item stats for equipped vs selected
- Keyboard support: Camera zoom via +/-
- Mouse support: You can now attack enemies by clicking on them
- Save: Simple data persistence has been added between runs, tracks deepest floor and number of enemies killed
- Art: General updates to the World map and the testing dungeon, adding tile variety, better lighting, initial shader pass, ...
- Controls: Pressing ESC disables pathfinding if its currently ongoing
- Gameplay: Increased map size slightly

### Bug fixes
- Fix: Enemies blink red again when taking damage
- Fix: Player was unable to move using mouse click on the first turn after entering a dungeon
- Fix: Player no longer takes damage from some already-dead enemies
- Disabled accidental movement in the background when UI is loaded
- Prevent pathfinding into non-explored tiles

Describe your game in one sentence
Ad Iterum is a turn-based dungeon crawler (roguelike? roguelite? weĀ“ll see) set in a decaying, ever-shifting world. Enhance your body with mutations, descend into the depths, scavenge what’s left of humanity, and crawl back alive...if you can!

What feedback are you looking for
Looking feedback on general game play and fun factor so I know what to prioritize next for a tighter core game loop . While art direction/vibe is decided, the assets and UI are not final so expect shitty UI for now.

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Comments

Submitted(+1)

This was a lot of fun for me, reminds me a lot of Rogue, and I liked the mutagen giving the random effects. I did find I had an issue with the movement speed not being consistent -kinda would prefer to just press the directional button once and move one grid cell to another.

I really like the art style and it feels very polished, and the art direction is very clear.
I think at the moment it may be too easy as I found it was impossible to die unintentionally.

There was a bug I had where consumable objects would not be removed from the inventory after use, and the list would only when discarding another object.

Developer

Thanks for playing, and for the bug report! Controls definitely need some more work, I've been updating them recently as well as added controller support, so should feel better now.