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Yallig: Game Jam Edition's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Best Most Like the Original | #8 | 3.500 | 3.500 |
| Sound Design | #24 | 1.389 | 1.389 |
| Game Completeness | #25 | 2.833 | 2.833 |
| Overall | #28 | 2.278 | 2.278 |
| Artistry | #33 | 2.333 | 2.333 |
| Best Creative Twist on the Original | #34 | 1.333 | 1.333 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I like the classic Rogue feel this game has. The graphics, controls and even the menu display make it feel like the original game out of the 80s and I love that.
It was a good idea adding multiple floor, I can totally feel the Dwarf Fortress inspiration.
I would like to see a more polished version completed after the jam, for now the gameplay just feels a little bit too dull : hit monsters, heal, repeat. Some inventory management for healing potions, weapons and stuff like that would be welcome.
And the performance is bad (at least in the web build), but considering you completed the game in 10 days and it’s a jam I can guess it was hard to optimize before the deadline, so congratulations anyway !
Thanks for playing and the kind note! Yup, it's super basic and clunky; like the help says: "There is no winning. Go into rooms, beat on mobs, go down stairs." I'll make sure to post on this page where the follow up (post-jam) project ends up. I've been playing a lot of Shattered Pixel Dungeon lately, so that might end up being an inspiration for further development.
I like the gameplay :)
Like mentioned before, movement could be a bit smoother and its also hard to play on the low resolution
Thank you for playing and taking the time to comment! If you full screen, the +/- should help with resolution. Yeah that movement bug is killer to enjoyment.
The level gen here is interesting, it seems like tunnels between rooms sometimes end up in a dead end, and there's the setup for more maze-style gameplay (though there's no content to take advantage of that). The maps themselves seem pretty small, even for Rogue, so I wonder what the level gen could build when scaled up.
The sticking point for me though is the performance, it takes a solid half second for my controls to register, and the blinking characters I'm not a fan of, makes it harder to follow where my character is.
Thanks for playing! The current map generation for sure tries to do things in dumb ways and will simply fail on occasion, or randomly not generate much. In either circumstance, a level will be small. Deeper levels get larger and larger, but I noticed it ends up making giant empty rooms. For sure not great.
Yeah the input delay was a bug I squashed early on and then it showed up again a little too close to deadline for me to fix :(
Congrats on creating the framework in Godot! I liked how you detailed your design approach in the jam page and it honestly sounds like you learned a lot from doing it. Creating a co-ordinate based array to represent a defined grid, and maintain randomness that is still navigable is a feat. You've integrated all the classic features: random seeds, the turn-based play, terminal output, the whole shebang. I can see the Dwarf Fortress thing going on as well.
For feedback - the next step is how to find ways to play around with the procgen and create paths or rooms that are varied and suggest architecture to explore. It looks like the early developers of Rogue style games faced a similar challenge as they probably used a similar technique, and got around this by creating long, snakey single-cell corridors between larger rooms to ensure the connectivity and procedural generation didn't mess around with one another. That said, your approach has one advantage - it feels more maze-like and maybe that's something you can use to the advantage of the design. Cool stuff!
Really appreciate that feedback. I actually took a path-first approach to procgen. Rooms are added after pathing is added via random walk, which has some drawbacks. As a next step, I'd love to explore the combination of fully procgen vs semi-procgen with somewhat fixed rooms mixed in. I see it in a lot of rogue-likes where certain levels will still be random and yet familiar due to some amount of architecture fixing. Great idea for a next step!
Yeah, it does my head in how much devs must tweak semi-generative approaches to find something that feels genuinely different but structured in a way familiar to the player. Much harder to do than in the lazy approach I took, where I just used a few tricks with cellular smoothing to create "caves" with no care which direction they went in!
The game looks impressive, but the one-second delay between actions feels sluggish for a title like this. It would greatly benefit from more responsive controls. Additionally, please increase the resolution—playing at such a low resolution makes the game difficult to enjoy.
Thanks for the feedback! The animation rate is somehow slowing the controls, that is a bug for sure. I actually had that working at one point so when you moved or interacted, it happened immediately and a redraw was performed. That got reverted at some point. I gotta track down how to get back to better input response.
As for resolution: you can zoom in. If you full screen and use = or +, it'll get bigger.