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rosh's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound Design | #19 | 2.272 | 2.429 |
| Best Most Like the Original | #24 | 2.272 | 2.429 |
| Game Completeness | #30 | 2.004 | 2.143 |
| Best Creative Twist on the Original | #30 | 1.871 | 2.000 |
| Overall | #31 | 2.151 | 2.300 |
| Artistry | #32 | 2.339 | 2.500 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was pretty cool, it felt more like a chase game despite having an attack. I spend most of my time trying to kite the enemies and void them completely rather than trying to kill them. Specially since there don't appear to be any health items.
Tried to see how far I could make it before I "died" by my health reaching 0. Got to floor 26 haha. Fun stuff!
Very simple and responsive :)
Of course it needs a bit more content. The enemies would be too strong if you would die and I never got any loot after a chest in my first room
The game design hints at lots of ideas to add depth - I hope you're able to flesh out spells, gold and inventory items to shake up the roguelike formula! The boxy grid reminds me a little of Sokoban and I wonder if there's a way to make the gameplay make use of the tight labyrinths by figuring out which paths can rout an enemy before they can make their way to the player. Good work!
For constructive feedback, well, it's still early days, but keep in mind that the procedural generation should help the gameplay, not harm it - at the moment many of the random dungeons spawn enemies nowhere near the pathway to the exit. Also, a humble suggestion could be to allow the player to move multiple cells by holding directional arrows to make things a little quicker.
I like the aesthetics. It reminds me of old DOS games. I am looking forward to play it again when some more mechanics are added (player death, attack, heal)
To incomplete to properly evaluate. Feels like a really early build.