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A jam submission

@scendView game page

A terminal-based ascent into madness made in 9 days for Bevy Jam 7
Submitted by runiracc — 54 minutes, 30 seconds before the deadline
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@scend's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#34.1144.114
Execution#34.3334.333
Visuals#54.3034.303
Game Design#64.1214.121
Audio#73.6973.697

Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
(+1)

Really excellent and fluid visuals as others have said, its fun to be able to get the fun roguelike style text description with the mouse while also having everything be visually recognizable without it. A lot of really nice polish around color contrast, the flickering firelit quality of the real-time lighting, spell AOE previews, the timing and distribution of the blood spatter... a lot of thought was put into the details. And of course the death transition, there is something very fun and surprising about an animated visual like an expanding pool of blood escaping the bounds of a TUI, TUI interfaces are usually so static. Would love to see more of this. And curious how much tweaking it would take to have a working text mode build.

Developer(+1)

Thanks a ton for all the kind words, and also thanks for your work on `bevy_ratatui`!

I was able to get a basic working text mode build without too much effort, but there are various rendering issues, no bloom (since that was going through bevy's Camera2d), and the controls are all janked up. I could perhaps fix it, but I really like the bloom and if I develop this further it'll probably be using even more shaders so I'll certainly be targeting windowed applications!

Submitted (1 edit) (+1)

There's so much polish in here that you cramed into the jam timeframe, it was a delightfully challenging experience all the way to the top! I finished wanting a lot more content (in a good way, please make more!).

Developer

Thanks so much and congrats on beating it! 

Submitted(+1)

Pretty nice spin on roguelikes! It has a gentle learning curve along with a LOT of blood and an exciting escalation to the soundtrack as your HP falls. I didn't get too far (I hope there's health potion somewhere!).

That said, it's a bit tough to combine real-time battle with aiming the mouse pointer on the tiny characters. I could zoom the browser before gameplay and see better, though the game seems to want a fixed resolution, making parts of the screen scrolled off-view. None of that was game breaking, though, just needs a more practiced hand.

I'd recommend using Chrome over FF (or providing native builds), since the audio tends to get stuttery on web for me.

Hope to see more of this after the jam!

Submitted(+1)

Really well done. Love the blood effect when dealing and taking damage

Submitted(+1)

loved the TUI & lighting, this felt really special in that its terminal but had so many effects and felt much more realtime than my expectation of turn based gameplay. Really pretty visuals! I enjoyed the combat, but found that it was a little too tough to track down the last enemy. I ended up crashing after spending too much time in the level hehe

(+1)

Mistrerious adversary handed my ass back to me.

Love this caves of qud like! also the vfx re insanely good especially pierce one

Submitted(+1)

Tough as nails! Love the art-style, incredible execution :)

Submitted(+1)

Love the asthetics, vibes and mechanics. Only complain is that I have a skill issue and couldn't do the third level

Submitted(+2)

Super cool visuals and i love the variety of spells and ways to handle enemies.

i would love to see this expanded. having to clear out all of the enemies before progressing makes sense but felt a little tedious when i used blink to skip straight to the end at lvl 3 and then had to backtrack and find a rat.

Felt like a mix of dwarf fortress and the mines in stardew valley. would work great as a turn-based game too!

this is fantastic work, keep it up!

Submitted(+1)

Wow. This was awesome. The advesary got my adrenaline pumping!

I loved the lighting and visuals.

Submitted(+1)

Wow. This was awesome. The advesary got my adrenaline pumping!

I loved the lighting and visuals.

(+1)

love the visuals!!! the audio was super immersive too. i love how it sped up as your health got lower. it was also refreshingly difficult

Developer(+1)

Thank you and I'm glad you enjoyed!

(+1)

love the visuals!!! the audio was super immersive too. i love how it sped up as your health got lower. it was also refreshingly difficult

Submitted(+1)

At first I thought it not being turn-based was an issue, but I quickly came to really the speed things operated at. No time to think, there’s an S sprinting at you and he’s got a STAB.

The visuals are great. Simple ASCII with some fantastic effects on top. I loved the environment reacting to events.

The music was simple but appropriate to the style.

I did encounter a bug where I could not longer move downwards after killing two enemies in a vertical hall, but it’s a jam game, so bugs are to be expected.

Developer

I was really unsure about the realtime format but it just felt like it could work especially with the theme and visuals and I'm happy with how it turned out! Sorry about that crash, if it's the same one others have been having it seems to be triggered by leaving the game running in one level for a while :(

Thanks for playing!

Submitted(+1)

I would probably love this if it was turn-based just like the classic roguelikes. As it is, aiming at the tiny squares and timing attacks was too hard to make progress past the second level. Excellent graphical and UI work, though!

Developer

Thanks for giving it a try!

(1 edit) (+1)

This game looks and feels insanely satisfying. I'd love to see the concept expanded further.  

Developer

Thank you! I'm really thinkin about it 👀 

Submitted(+1)

Got to the end and felt massive annoyance that I had to grind through the whole thing again just for another shot. Maybe for a more tactical game, but the controls were cumbersome and I just couldn’t hack it. Visually very interesting, and nice atmosphere.

Developer (3 edits) (+1)

I think your annoyance is well-justified! I realize now that I originally set out to make something closer to a roguelike, but the final product was more of a linear action adventure, which makes death into nothing but a drastic repetition penalty. If I could change it now I'd change it to restart you from the current level. Ah well, thanks for giving it a try and congrats on seeing the last level (you're the only one who's mentioned it so far)! 

Submitted(+1)

I’ve gone back and tried again after cooling off and got my ass beat again. Tough fight!

Submitted(+1)

Didn't know ASCII game can be this fluid and expressive (and bloody)! 

Submitted(+1)

I always adore a combination of retro mechanics with modern solutions. ASCII gameplay with fluid simulation and shaders? I love it!

Gameplay was amazing as well. Some places actually rewarded the player for smart use of their spells, but didn't really stop them for going with a brute-force approach and hoping for the best. 

I guess the game can occasionally be hard to read. Sometimes I wasn't sure what's happening on screen, where I am, where enemies are, and that very often happened when I was switching between weapons. I guess part of it comes from the fact there's not enough time to memory-muscle your weapons, and my eyeballs were constantly switching between side-bar and the gameplay. 

Another complain I have is that there's no save system - the game froze twice for me near the end of a third-to-last level, and I had to do everything again (it was still a bearable level of engagement, as I always tried to get through those dungeons in a different way on my subsequent playthroughs). But that's just baby-crying from me, honestly.

Again, great work!

Developer

Thank you for your review! Yeah clarity was a struggle throughout development. Things like the music speeding up at low health help with general awareness but I couldn't figure out anything in time for awareness of spell cooldowns. So sorry about those crashes :( it sounds like it happens if you leave the game unfocused for a while in web builds so it didn't come up in testing!

Submitted(+1)

Casting ascii spells is satisfying and the visuals are awesome!

I wonder how it would play like if I could move to a location by right-clicking.

Developer

That's a pretty good idea! It'd control somewhat more like an ARPG or strategy game then. Thanks for the kind words and for giving it a try!

Viewing comments 21 to 2 of 21 · Next page · Last page