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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
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Comments
Crazy depth for a three day game. Powering up felt really nice. A mini map would have been super helpful
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.
I really like the game, is a very original idea
Thank you :)
Very well done. I had a lot of fun playing this one. You definitely put in a ton of work here.
Thank you for the kind words! It was fun to develop too.
Wow, a procgen roguelike in a gamejam! Nice work!
Would just like to leave the comment that, if anyone passes floor 37 please post it here, I'd like to see if anyone can get even more broken. Be careful as I didn't properly check if your upgrades take you over MaxInt, and it will set your attack to 0 if you're not careful
Thanks for playing! :)
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!
Thank you! It's what 12 hours a day of constant work + a full 16hrs on submission day look like, had a ton of fun but definitely needed the rest after.
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 think the game could benefit from a map/minimap or a (semi) predictable level layout so it doesn't feel like you're randomly choosing a path but getting a strong build/weapon and one shotting enemies is very satisfying
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.
Thank you for the positive words! And yes,
Shrekthe ogre has the highest scaling both in damage and health, so he's definitely a run ender especially in floor 1/2,That's good to know. I wont be messing with the swamp king anytime soon. Also, I just saw your comment saying there are floors as high as 37. Will have to try again to see my luck.
The floors technically go up to floor 100, but I believe the game will break way before then due to the integer value wrapping around.
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
Thank you, unfortunately time ran a bit short to do proper polish. For example, the inventory itself was just something I scrambled up 15m before the jam ended.
i know the feeling! haha!
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!
Thanks! You're supposed to find a way to get your damage up to the 6 digits by floor 2 or any other stat like armor, the run has to go well basically or the game has to literally break and give you stuff it's not supposed to.