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A jam submission

SteelCryptView game page

SteelScrypt is a classic and traditionalist roguelike in the spirit of Diablo and Nethack.
Submitted by Krictic — 16 hours, 36 minutes before the deadline
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SteelCrypt's itch.io page

Results

CriteriaRankScore*Raw Score
Best Most Like the Original#24.3124.312
Game Completeness#24.1884.188
Overall#113.3373.337
Artistry#123.6883.688
Best Creative Twist on the Original#143.2503.250
Sound Design#271.2501.250

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Incredible performance to have completed a game with so much feature in just one month, this is very qualitative work !

I don’t have anything bad to say about this game, everything is super well done here : complete inventory system, very well interesting level generation, lovely graphics with a good color palette and lighting, and a good UI.

Congratulations on this awesome game ! I see in the inspector that the UI is in HTML, so I imagine that the game itself is in Javascript, will you perhaps make the source public ? I would be super interested to read it.

Developer(+1)

Thanks for your kind words.

The HUD is a bit of a complicated story, I started with a plain HTML+CSS system, but I eventually I decided to migrate to SvelteJS, I din't have the time to finalize the mgiraiton so the sidebar is still vanilla html+css while the bottom bar is Svelte. Im still wokring on the migration, but it wont be until after the showcase.

As for the source code, I am considering opening it, but honestly, the code is in bad shape, lots of spaghetti there. My plan is to release it only after I got version 1.0 out, that's the point where I'd be satisfied showing off my code.

Submitted(+1)

I really liked how much there is to do already, eventhough it was a bit overwhelming at first.

There is a UI bug where an items description isn't being hidden, but overall cool game :)

Developer

Thanks!

Oh yeah, this bug is a big rough to deal with, its should go away eventually, I am nto entirely sure what si causing it. But I willa ttempt to bugfix until the 10th.

Submitted(+1)

yo this rocks

Developer(+1)

Thank you!

Submitted(+1)

I like the UI, simple and clean. The game feels nice to play. I found a problematic soft lock when the goblins take up the whole width of the corridor and you cant attack them because you're in the holy place, unless I missed something and there's a way to overcome this issue. Overall I can say it's well made and quite engaging

Developer

This is a known bug and I couldn't fix it in time.

If it happens to you, only way out is to reload the page, I really regret not having added a reset button for reloading the dungeon.

Submitted(+1)

A great blend of Diablo and Rogue, what's here is good so far and the Diablo parts come through nicely. I'd enjoy trying it out again to see how it plays with more content.

I think sound effects would go a long way in terms of polishing up the experience, as well as making the skills a bit easier to use UI-wise.

Developer

I agree, sound efffects and some music would be nice, I jsut ran out fo time.

By the way, did you hear any music on the main menu? It was supposed to play as soon as it started, but since the music system was implemented a few days before the jam ended I didn't manage to polish it in time.

Submitted(+1)

Nope, I don't hear anything on the main menu.

Developer

Got it, I will look into it.

Thanks for reporting.

(+1)

The settings menu is bugged, as soon as you enter menu it steps back to main menu.

Developer

I know, the Settings menu were a last-minute effort on ym part, it just didnt' pan out the way i would've liked it.
I'd aavoid using the Settings menu for the time being, at elast until im allowed to push newer builds.

Submitted(+1)

I really liked your UI, everthing was clearly communicated to the player and the loot spiral was my main motivator. I can see that a lot of work and thought was invested here. Good work!

Developer

Thanks for your comment!

I appreciate it.

Submitted (2 edits) (+1)

I think you've set up a bunch of mechanics here that operate together really well!  The UI and menu system is nice and clean and clearly something you devoted attention to so that players had visibility of the inner workings of the game's stat-based mechanics.  All the stats flow nicely, there's immediate visual feedback from the UI, attacking and defending, and the experience system's effects when levelling. It's an enormous achievement to have a class and stat based RPG lurking within the guise of a traditional roguelike, and I was surprised at the inclusion of merchants and item-based rewards that provide a little something more than the conventional roguelike concept.  Feels like you could easily branch this out with more time given there's no end of things to customise. 

For constructive feedback - hmm -  if you're going for a Diablo style dungeon-crawler the sense of incremental progression and a gameplay loop could be worked on a bit. There's a tension between the pretty generous recovery system and having a bed to rest in the central hub.  Same with the coin rewards and cheap as chips vendors. As you know, a lot of Diablo's addictiveness is its exquisitely-balanced rewards and upgrades system that is scaled perfectly to the ever-increasing difficulty of its dungeons. It can take years to design a game using randomness that offers unpredictability but also feels fair and constantly progressive. I think you're on the right step to conjuring a little bit of that magic through your design. 

Great work. Oh, and I'll have to check out DiabloRL! 

Developer

Thank you so much for your detailed feedback.

"As you know, a lot of Diablo's addictiveness is its exquisitely-balanced rewards and upgrades system that is scaled perfectly to the ever-increasing difficulty of its dungeons"

Oh yes, I’ve spent a significant amount of time trying to capture that loot-grinding essence from Diablo within the framework of a traditional roguelike—though it’s far from matching the game design quality of Diablo. I’ve been working on this for just over a month, and due to the rush to implement numerous features and small details, I haven’t had much time to balance everything properly.

Thank you so much.

Submitted (1 edit) (+1)

Scaling and balancing is so hard and kind of a universal issue. Like, in my game, success or failure of the gameplay loop involves doing the math on the damage potential of the player and enemy, the ability to acquire resources in the turns available, and whether the scaling of the upgrades is proportionate to the scaling of enemy waves. Trust me when I say balancing does anyone's head in! 

Developer

Oh, and in the latest build of this game, I have removed the recovery system, it was too generous. But I didnt have time to include it into the gamejam build.

Submitted

I like that this is one of the few with real random stats on rare gear

Developer

I tried replicating Diablo's loot grinding.

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