The game plays well, runs well, but it is a like to take in for a game jam. Your map generation was excellent.
It was tough catching the cows
| Criteria | Rank | Score* | Raw Score |
| Fun | #68 | 3.266 | 4.000 |
| Innovation | #73 | 3.266 | 4.000 |
| Polish | #76 | 3.266 | 4.000 |
Ranked from 2 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
Every location (except in regions where boss arena is) is procedurally generated. Two out of six locations are dungeons inspired by roguelikes from 80s. Game is turn-based and cell-based, it has ascii interface. It is an rpg. Enchantments are decoded based on world seed, almost all combinations of runes will have different effects in different savefiles.
Screenshots
The game plays well, runs well, but it is a like to take in for a game jam. Your map generation was excellent.
It was tough catching the cows
I’m not a good judge for this sort of thing because I really don’t like a game opening with crafting, but the lore is really compelling so I gave it a shot.
After wandering around the island for about twenty minutes picking up rocks and punching trees I gave up when I couldn’t figure out how to make a spear or axe I could take with me down into the next level.
Would be really good if at least the first few craftable items at least displayed what was necessary to make them. I tried making an obsidian spear or axe but having a few pieces of obsidian, a couple of logs, and a couple of sticks in my inventory wasn’t enough.
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