Crazy depth for a three day game. Powering up felt really nice. A mini map would have been super helpful
Play game
Roguelike202's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #61 | 3.062 | 3.062 |
| Use of the Limitation | #69 | 2.688 | 2.688 |
| Concept | #72 | 3.000 | 3.000 |
| Overall | #78 | 2.891 | 2.891 |
| Presentation | #88 | 2.812 | 2.812 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Ricardo Silva (Me) - Programming & Unity Development, Artist, Game Designer| Vasco Lima - Sound Designer, Artist | Pedro Cristo - Composer, Game Designer, Artist | Alexandre Martins - Artist
Software used
Unity, VSCode, Audacity, Blockbench
Use of the limitation
The player scales extremely fast as do the enemies. The scaling is meant to be close to exponential
Cookies eaten
0
Comments
For a first game jam, this is a really good start. I liked the small touches, like the "generating levels" message between floors, and the mini-battle screen flow surprisingly well. The UI communicates what you need without getting in the way, and the randomized items give it that proper RPG feel. Also, the horse being ridiculously strong genuinely cracked me up. This feels like a great foundation to build this sort of game.
Very well done. I had a lot of fun playing this one. You definitely put in a ton of work here.
I'm shocked you were able to do a full roguelike in just three days! The level up rewards caught me off guard at first, but it was a fun game!
I couldn't put it down, this game is great. It's incredible you made a procedurally generated rouge like in three days. The only thing I would change would be to add a more detailed player sprite with animations.
Thank you so much! Yeah I wish I had more time to make the game overall look a bit prettier with more animations for the combat and walking, but neither I nor any of my teammates knew proper sprite animation using Asesprite or anything like that. So we just made something that overall seemed to have the same level of quality.
It's an enormous feat to create a procgen RPG in the time you had - everyone involved did a great job putting this together in the little time there was. Congrats on finishing your first game jam! It's immensely ambitious to have coded in a bunch of stuff - changeable armor pieces, stats and XP, and a selection of upgrades across enemy encounters. I found with the exponential scale the sensible thing to do was just scale attack as much as possible, although this doesn't work as well once the enemies get similarly buffed! I'm sure you're more than capable of expanding these ideas with more time so constructive feedback isn't so useful here, but maybe the layout and navigation of the levels could have varied a little more - finding a good balance between level variation and getting lost. A lot of procgen roguelikes use gated progression instead of openly exploring everything and picking off all the upgrades and skipping enemies, for instance. Great work!
I know, the mini-map was a requirement since the beginning, but since I had never made on and wanted to make something proper: like a map that showed the current dungeon layout, with a fog of war on rooms you hadn't seen before. It would then convert the room from 'unknown' to the tile type (shop, exit, enemy etc...) but unfortunately I had no time to implement all that :(
Thanks for playing
Really hard rng game. I love it. Make you feel like its a really dungeon. Shrek is definably beats me every times.
I love this style of game. Great job on the procedural generation. Would love to see it again when it is more fleshed out with more loot and play characteristics
I love this style of game. Great job on the procedural generation. Would love to see it again when it is more fleshed out with more loot and play characteristics
I liked the game concept and the art. The art is great, and makes the game come alive. The negatives would have to do with the difficulty or the randomness of the game. The enemies scale really quickly and the items/good stat buffs can be pretty infrequent. Solid entry for your first every game jam. Congrats!
I assume the levels were procedurally generated, which is cool! I did find that some levels didn't have a whole lot going on. Great art and vibe though, felt like a throwback. Congrats!
Thank you! And yes, it's all procedural, the map layout and which "tiles" are on each map segment. It indeed needed a bit more tweaking, make some floors a bit more interesting.
Additionally I would have loved to implement a mini-map as well, feel like you can get lost really easy.
Glad you enjoyed it, looking forward to trying yours!
I really like the pixel art of the enemies. The fights felt simple and straightforward, which I liked. Then I could focus on exploration and finding different shrines. Although, it felt quite punishing at times. That's to be expected in a rogue-like game :) Nice work team!




Leave a comment
Log in with itch.io to leave a comment.