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Berlin Interpretation 1992's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #4 | 4.800 | 4.800 |
| Polish | #46 | 3.800 | 3.800 |
| Fun | #80 | 3.000 | 3.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Did development of the game take place during the 7DRL Challenge week?
Is your game a roguelike?
Turn-based
Meta-Progression
Roguelike Elements
Permanent Death/Failure: If you fail in one of the internal roguelikes, your run ends (so it's permadeath^2). Choice is permanent too, you cannot retry playing the internal games.
Procedural Content Generation: Every run presents you with a random sequence of roguelike game configurations in the shape of "tournament rounds". In the internal roguelikes, environments and monsters are randomly generated with each level.
Turn-Based Gameplay: Each Tournament Round can be considered a turn for the player to play; internally the roguelike games will most of the times be turn based.
Grid-Based Movement: Progress happens in a discrete space (emails); internally the roguelike games will most of the times be grid based.
Character-Centric: You control a single roguelike player in a 90s nerd-fantasy setting
Screenshots
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Comments
Such a cool concept, and I love the old school OS visuals. I really wish there wasn't a real-time chance though. Every time I play I hit into real-time at some point and died, as it in no way feels balanced for real-time. Someone else said there was a ditched idea for one mod per new game - I think that or something closer to that would feel nicer as right now it's just way too random.
Amazing that you put this together in a week. Hats off to you, Slash!
Neat game!
Fun style, loved watching the progress of this one during the week!
Very fun! I enjoyed the concept of the progression and had a few decent runs but ended up getting smoked
Thank you! there was a bug in the original submission with made strong monsters surface much quicker than anticipated :D
I played 4 or 5 runs, died to the same monster at level 4 every time. I totally loved the meta story of the game and how it is executed. I'm an Old Mac fanboy and that UI and the graphics look fantastic. I think the graphics of the game look very close to the Mac version of Rogue. Also the look of the desktop and UI captures Old Mac OS from 80's perfectly well.
The "configuration tweaks" idea is very cool. Not only the map layout and enemies are randomized but game mechanics too! That's very creative. But i think if you had kept the idea of changing one mod per level, it would be much more interesting. I think the difficulty balance is a little off as i saw in other games including mine. The D monster killed in two hits with excellent health. I killed all the monsters on the level to up my stats and tried again but no luck. It's too tough.
Overall think it's a very out of the box, creative game with excellent aesthetics and i really enjoyed experiencing it. Congrats for your work!
Thank you! note that there was a bug in the original submission with made strong monsters surface much quicker than anticipated :D hence the deadly Dragons.
Changing one mod per level would have been interesting but I think it's too much power for the player, might include that in a future version.
Interesting concept and it plays pretty smoothly! Also love the UI/graphics!
Thank you!
Very cool concept! I love games with faux old school OS UIs. The checkbox system for enabling/disabling mechanics was a nice touch (and I learned some German). Had I not read the instructions and the details on this page, I probably would have assumed that was the end of the game after beating the first round. I wouldn’t have thought to check the mail... and maybe others won't. Maybe consider a “you’ve got mail” style alert or jingle to draw attention to it in a future version? Very polished though - well done! 👏
Thank you! I've since added a Popup message so people don't miss it :)