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A jam submission

Corridor Fight SceneView game page

One hero. One exit. A whole lot of mooks between them.
Submitted by Brain in a Bowl — 11 hours, 20 minutes before the deadline
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Corridor Fight Scene's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#643.4623.462
Polish#673.4623.462
Fun#743.2313.231

Ranked from 13 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, grid-based, ascii art, levels procedurally generated. The works.

Screenshots

Yes

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Comments

Submitted

enjoyed the aesthetic and pathfinding.


combat menu was fun, and would love to see this idea pushed further with maybe more environmental interaction.

were the red spots of the floor meant to be blood? regardless, it was cool. gets me thinking that if you throw/shove a monster toward a wall, you get a similar effect; or maybe even the ability to break through it into new rooms, etc.

Developer(+1)

Thanks for your feedback! Throwing enemies through walls (or windows) was on my wishlist for this game, but unfortunately there just wasn't time.

Submitted

Interesting idea and sytlish visuals. I love the transition from ortographic view to isometric. The  2.39:1 aspect ratio is a nice touch. I like that combat menu and overall UI, everything is very smooth. Music is too repetetive and gets annoying shortly after game starts. I didn't find gameplay very engaging and tactical. We just continiously kill every enemy which we see on our way. I didn't see much in the way of goal or purpose. But nevertheless i'm glad i experienced it. It's one of the interesting and unusual games of the jam, i like it

Submitted

I loved the setting! It was specially fun to learn that I could push and throw enemies against walls for extra damage, it felt really like a kung-fu movie them!

The only thing that bothered me is that there seemed to be some sort of invisible ranged attack from mook enemies that I couldn’t identify. It would be nice if there was more feedback about what attacks or kills you.

Developer(+1)

That invisible ranged attack is a bug I thought I squashed. Only Trooper enemies should have a ranged attack, and that's well telegraphed. I'll look into this, thanks for reporting!

Submitted
All mistakes, code, and design by Frans van Bellen

This line made me chuckle.

Overall, I really enjoyed the game and can see a very solid base that needs a few improvements.  Clearly, this is a genre you are refining rather than learning.  I want to see more roguelikes like yours out there.  So, allow me to play co-designer, despite how unwelcome it may be ;)

The game looks beautiful.  It's very artistic.  UI looks great.  Everything is nice and clear too.  There's zero confusion.  Even a casual gamer would know what to do!

I really liked the menu system, it removes the need for memorising complex controls, which make so many roguelikes impenetrable.  Yet it doesn't reduce the game play down by cutting things out.  

It might be nice to give the player more info about the attacks.  I can see how much they cost, but not the amount of damage they do, for example.

You could also cancel the menu using right click or just when clicking elsewhere, as a convenient touch.

I found it hard to feel like John Wick when my only attack is a punch that only does 2 damage, whereas the first enemy does 3.  And early on, I'm facing 3 of them simultaneously.  This just makes the player feel weak and not like some badass.

For example, what should my play be here:


I'm just gonna lose, surely?

Sound effects would be a nice addition.

As a minor issue, the music was very repetitive and distorted, even at low volumes.  I had to turn it off.  It's an easy thing to fix.

Developer(+1)

Thanks for the extensive feedback. I fully expect to return to this style of roguelike, so all the input is appreciated. I agree about the music and sound effects, I simply didn't have time to implement more music or any sound effects. Same goes for the more detailed action menu.

For the play based on your screenshot: I'd take one step to the left and end the turn. Next turn you're probably flanked by two enemies, so I'd toss the left most one to the right and, of her survives that, move three or four blocks to the left. If next turn only one enemy comes close to you, spend all your energy punching him. If it gets too busy, punch once and then shove them or move away to get some distance. Pro tip: shoving or tossing into a wall is an instant kill against low level enemies.

Submitted

Such a stylish game! I love how far you've taken the aesthetics and all the attention to detail you've put into it. That 2D/3D transition was awesome!

I can see the lineage from Piss and Vinegar, which was a super cool game as well. The action movie theme in this one was brilliant, like having the green room in-between levels. And I love of how even the aspect ratio fits with the theme of the game :) Both with the movie theme and the long corridor.

The mouse based interface was nice to use, the contextual menus were clever. The game felt really good to play and I enjoyed the different abilities for repositioning enemies. The toss always felt great to pull off :D Maneuvering and placement felt vital, rather than defeating every enemy, and I really liked that.

The only thing I can think of that could be improved is a bit more feedback for the attacks from the enemies. It would have been nice with a sound or some kind of visual effect to show when you took a hit.

I feel the music collection system from Quartz would have fit perfectly with the theme here, by the way ;) Collecting different action themes would have been great. If you ever plan a post-jam version ;)

The action point system was cool and had some interesting gameplay impacts, how did you come up with that idea as opposed to the more traditional turn based system you had in Piss and Vinegar?

Developer

Thanks a lot! Positioning and manouvering were among my main focuses, so I'm glad that payed off. I agree the feedback should've been better. I had an animation system for that implemented, but that broke when I added the weapon system last minute and I couldn't get it back working before the deadline. 

I've actually considered adding a music collection system again, but I felt it would detract from the pacing. Also, I didn't have time to hunt down enough songs, and I don't think most popular action movie theme songs are available for public use.

The action point system was originally a requirement for two features that didn't make it in. I'd imagined adding a combo builder, where you could budget different amounts of action points to different moves. And I'd planned to have full ascii art animations for the fight moves in 3D view. Neither made it in in the end, but I felt the action point system added enough variety to justify it's own existence. 

Submitted (1 edit) (+2)

John wick vibes! Super fun! I was gonna say it was a little easy because I kept just running past everyone but then that strategy eventually got me killed when more enemies were on the map. You should check out https://rentonl.itch.io/cold-brew similar concept but different execution.