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Roguefall's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #32 | 4.125 | 4.125 |
| Polish | #70 | 3.375 | 3.375 |
| Fun | #79 | 3.125 | 3.125 |
Ranked from 8 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
- Procedurally generated levels.
- Permadeath.
- Turn-based game play.
- Non-modal?
- Hunger clock.
- Hack and slash.
- Single character.
- Enemies like player (just not as smart) ;)
- Tactical.
- UI shows stats.
Screenshots
Yes
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Comments
Finally managed to play. It scratched the Towerfall itch I forgot I had! And the presentation is stylish, I really enjoyed it. I do agree with your decision not to include stomping, but I wish I were able to melee the ones that stand directly above me. Also other types of ammo could have been interesting.
Thanks for the good ideas.
The music selection is pretty rad!
I liked the style and the mechanics a lot! It was interesting (if a bit annoying) when some enemies would hide in a corner behind spikes. I wish I could hurt them by falling on top of their heads!
Nice game!
Thanks. I did have stomping as a mechanic initially, but found that it just didn't fit. Enemies would die when gravity took them out, which didn't feel satisfying and really looked off as if they just died for no apparent action on the player's part. It also made the game too easy. With one fall I was able to take out 5 enemies. It works in real time platformers, but just doesn't translate to turn based combat.
Hey this is a great concept! Loved it.
There's a bit of a barrier to entry in this one, I had to die a couple of times before I could wrap my head around the concept. But once it clicked, I got a very strong case of "just one more run".
A lot of the little elements on this just work really well with the concept. The wrapping levels with the symmetrical layout, the ghosting/movement lines to show your trajectory, the wave-based structure. I just wished your shots would recharge on a timer or when defeating enemies, now I'm sometimes stuck chasing a lone skeleton around who just consistently stays out of reach.
Being able to stab down when landing on an enemy would've been nice as well.
I'm so glad you enjoyed it. Thank you for your review.
Hi, I played up to level 3. The beginning was really complicated. I didn't quite know what to do. I found the controls unusual right up until the end, which isn't a bad thing, but it takes some getting used to. I'm not familiar with either Hoplite or Towerfall, which this game is inspired by.
I was confused as to why I only had 3 shots and randomly clicked 1-6 hoping something would happen. Then I discovered that I have a sword, but you have to be right next to the enemy. I would prefer it if you could attack from all sides.
The last enemy always waited on the upper floor, and I had to go all the way down the level so I could jump down from above. It would be nice if the enemy took more initiative, actually chasing the player. Otherwise, the NPCs worked quite well.
The graphics fit the spacey music. A series of screenshots as a tutorial would be very helpful. Perhaps even just one enemy per level (make the levels smaller) to shorten the chase and increase the speed.
Thanks for the detailed feedback. A tutorial would be a good idea.
I found the game a bit difficult to get into at first because I didn’t immediately notice the controls on the right side of the screen. Once I spotted them, things started to make more sense. I often felt a little frustrated when I ran out of ammo just before defeating the last enemy, so it might be nice if there were occasional ways to regain ammo during a run. (Did note that ammo appeared after killing each wave though).
That said, I really enjoy games that mash up genres like this (disclaimer: I experimented with something similar myself). The use of third-party creative assets was nice - I discovered BDragon1727's stuff through this, which I’ll definitely be bookmarking.
During play I found myself wishing for power-ups that could boost range or add new abilities. I also struggled a bit with the spikes, since I often took damage when trying to bounce over them - though that may just be a skill issue on my part 😆 And the enemy that attacks with the repeated ❌ pattern was tough! Overall, it’s a really interesting take on the roguelike formula with a clever genre combination.
Thanks so much for the detailed review.
I should have made the mid-level and end-level items and power ups more clearer.