Play game
VOIDLAND's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 4.412 | 4.412 |
| Artistry | #1 | 4.500 | 4.500 |
| Sound Design | #1 | 4.438 | 4.438 |
| Game Completeness | #1 | 4.688 | 4.688 |
| Best Creative Twist on the Original | #1 | 4.875 | 4.875 |
| Best Most Like the Original | #5 | 3.562 | 3.562 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you read the rules?
Option B
Yes I read and followed the rules
By submitting, your game will be featured in promotional material for the jam.
(Required)
I consent
Leave a comment
Log in with itch.io to leave a comment.





Comments
the one thing wuld say to improve this game is to tweak a bit the pitch of sound effects taht sound repetitively. otherwise great job. I love how the console taks halfteh screen I wish I made mine that relevant too. congrats!
Didn't have time to fully explore and play it
Interesting game, well polished , controls are a bit hard to figure out.
Was controlling fire a lot in the beginning and hard to balance between exploring and protecting the fire.
Good visual design and audio tracks playing.
Very well rounded and fun game :)
Yeah, everything here is very unique and well made. You went pretty hard on the inspiration and made something special. This is something I have to improve because I focus too much on the code and do not innovate at all. Great submission all around!
Very nice game, impressive how polished it is after just one week of development !
The premise is simple to understand, and the game is a good mix between Rogue, Minecraft and a survival game. The ressources gathering is fun, the first times you get carried out too much and forget to go back to the fire, so after that you go to explore more cautiously.
The inventory management and tech tree is a nice touch. I love how the lighting of glowing objects (fire, glowshroom) affects the tiles around, it makes the visuals very clean.
The only downsides were the mining bug, making me die in the first run because I kept one key pressed down thinking it would mine faster, but instead it just passed 40 turns in one sec and I died. Also I couldn’t find how to build stuff, I had enough for a glowstick but I couldn’t see a “Build” button, and pressing enter didn’t seem to do anything.
I am going to follow this for future relases because with theses bugs fixed I would love to see what story the statues are telling.
The cherry on top was the bossa nova mode, it was so chill to play with it, I love it !
Thanks! Yes, there's a design quirk or two. The building system is signaled in the help system as being done from the parser: you type 'BUILD [name]' to build the object!
I really love the concept and the aesthetics you got on this one. Everything feels super polished!
I think there is either a bug or an odd design decision I don't get in the mining. I don't really understand the point of making the player wait in real time for the mining to finish. You also penalize the player for being impatient in that if they press the button to move again while mining it eats a turn and gives no benefit. Especially confusing is that initiating the initial hit on a stone doesn't take a turn at all so you can mine one block into a wall, step in the crevice for one turn, and mine all 3 adjacent blocks for 0 turns. As far as I can tell there isn't anything else in the game that is real time, so it was very frustrating to have to wait for the mining portion.
My only other nitpick is with the terminal. It would be really nice to have the players commands be a different color than the rest of the messages to help break up the wall of text and make it more readable. Both of these things are suuuper easy to tweak so I will be rating as if they were implemented or there was a setting to enable them.
The rest of the game is super neat! The combination of traditional roguelike and tower defense I haven't seen done much before, and has a lot of meat to it. The amount you managed to get done in just a week is astonishing. Definitely up there for one of the most interesting games of the jam! Have fun out there!
Thanks mate, this is excellent and thorough feedback! This is the real value of the jam for me.
I suspect you are correct with the mining delay; given the challenge of the game is not time-based but turn based, the mining delay kills the flow. I think it was leaning a little on resource collection games that try to add a little bit of tactility and realism to mining, and a quasi-incremental thing, but to do that well here you'd need automation or real-time play. There was also an intent to research 'picks' to make mining faster as the game progresses as a pacing thing. That is definitely the risk with trying to stuff several different genres and playstyles into one.
Nailed the observation with the visual noise in the terminal! One of those tiny QOL things I just didnt get to.
As you say, both are easy to patch down to a quicker pace and more visually appealing approach in an 0.3. Feedback like this is a great motivator to continue with a postjam release.
Well this is just outstanding, The main menu is nicely polished, the tower defense idea is well realized, the aesthetics are polished and are Rogue through and through. Building and digging are a nice twist on the Rogue formula. I really like the lightning mechanics, and the tech mechanic is A+
This is just fantastic! More please.
Damn, this is pretty good
EXCEPTIONAL.
Not much else to add, a definitive contender to the best game in this jam.
This games has humbled me.
Thanks, that's high praise and I really appreciate it. Everyone's in a different space in their own jam experience and comparison thwarts self-accomplishment: I only got fairly far on this idea as I had a jobless week and an odd all-nighter!
You did this in ONE WEEK?
That really doesnt help my self-esteem, lmao.
Well I'll help it by checking out your game shortly!
The main menu art is SO COOL
Cheers! The idea was to keep the ASCII style but try and layer in elements to make it look a bit Dune-like.