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Foes's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #1 | 4.750 | 4.750 |
| Polish | #6 | 4.500 | 4.500 |
| Innovation | #10 | 4.500 | 4.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Success
Did development of the game take place during the 7DRL Challenge week?
Yes
Is your game a roguelike?
Yes
Turn-based
Yes
Meta-Progression
No
Roguelike Elements
turn based, items, decisions, procedural room level generation
Screenshots
Yes
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Comments
Interesting idea! I got overrun.
Hi, your game is really fun.
I especially liked:
- Very easy mouse controls
- Clear map
- Pathfinding works very well
- Simple yet exciting gameplay through chases
- Level generation works flawlessly (3 rounds played - 20 floors seen - 1 suicide with a hand grenade^^)
I didn't notice anything negative, except that the green and blue dots were negligible, as far as I understood. I didn't find any attacks with those colors. Only teleports. I was able to defend myself well with the red dots using blasts and fireballs.
For me, one of the best games with potential that I've tried in a long time.
Very challenging, but mostly because of the RNG of what you can get. My best run was with incinerate, but didn't get quite enough red items/potions to support it and still died with 10 enemies left.
One thing I noticed about the generation is that sometimes there would be a missing wall next to a doorway that allowed for multiple entrances into the room instead of forcing them into a funnel. Easy to play around once you notice it though
Thanks for the feedback. 10 enemies left is pretty good, I deliberately tried to make it difficult to win (although maybe that's a bad idea for a jam?). For the RNG issue you mention perhaps the items should be put on floors according to how powerful they are. The way it currently works is all items in the tower (there's one of each, except 2 of each ring and 3 of each potion) are put into a queue at the beginning of the game and shuffled. Then each time a chest is opened the top three are drawn. That means the costly items can appear on the first floor by chance.
The missing walls were intentional to create occasional loops (not that they turn out to help much), but I didn't refine it much, it was just a case of pick a random wall that's between two rooms and delete it which explains what you saw.
Hi, great job! Very well done. The game has subtlety and provides quite a challenge. It's like a turn-based tower defense.
Nice thanks for playing!