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A jam submission

Wyverning HeightsView game page

Play a pillaging dragon in a grid-based 3D world
Submitted by jere — 1 day, 21 hours before the deadline
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Play Dragon Simulator

Wyverning Heights's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#154.3334.333
Fun#603.3333.333
Polish#823.0003.000

Ranked from 6 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
Grid based, complex combat, and exploration. It generates procedural islands with handmade structures.

Screenshots

Yes

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Comments

Submitted(+1)

I like the FF Tactics style stacked grids with elevation and it's very cool that you can rotate the camera although i must say rotation is not very comfortable since mouse is very sensitive and it's constrained to a certain angle so i couldn't it get the camera to the position i wanted at all but it's there and it works more or less. 

Graphics look nice and colorful but character sprites look cheap and mobile gamey but i think it's acceptable for a 7 day jam, didn't bother me that much. 

I didn't like the snake style controls also i'm not sure  but i think dragon's tail is getting longer with upgrades and such but i don't see any effect of this in this game other than making the controls more difficult and making it a bigger target for archers. I struggled with the controls a little and some of the basic game mechanics are not explained to the player unless i missed it. For example fire breathing takes stamina and you can only regenerate stamina  only by going to the lowest altitude. I like the idea behind it though, it regenerates stamina when it walks on the ground but it's more vulnerable. I like how burning works. When you breath fire on trees, fire spreads to other trees adjacen to it, that's very cool. I died couple of times bumping into houses. It showed a message like you're stuck in a tight space. I mean we're dragon why can't we blow off the roof? :D  I like the aggro mechanic. When one of the peasants see the dragon, they alarm the whole town. Upgrading your character at the end of each level and getting new skills adds a lot of depth to the game, i like it.

It's not clear to me what the goal of the game is. When you start each level you see a "x days left" countdown. What happens when countdown finishes, a boss fight? Also i got to level 2 but i 'm not sure what are requirements to finish a level. Killing everyone, or destroying everything? What does the terror bar affect? What happens when terror bar goes full? 

Overall i think it's a very creative and unusual roguelike game which is fleshed out very well in many areas for a 7 days time period. I think it can be quite fun with some tweaks and would look much appealing with a more decent artwork.

Developer(+1)

Thanks for the detailed feedback. I didn't think about the camera control possibly being too sensitive. I could probably add an option for that.

A lot of the questions about the mechanics are intentionally left for the player to figure out, though a few are explained on the How to Play page. "you can only regenerate stamina  only by going to the lowest altitude" is close to accurate but not quite. :)

I didn't like the snake style controls 

You mean you don't like snake controls in general or the way they are implemented here?

Submitted(+1)

the way it's implemented in this game. I think it makes the controls more difficult, i occasionally got stuck to an object or dragon's body when i wanted to move to the tile at my back.

Developer

I assume you mean the parts that are inherent to the 3D nature of it rather than any specific control implementation? Would love to hear ideas on how to improve it otherwise.

Submitted(+2)

Never expected traditional roguelike + snake to work so well but I ended up enjoying it quite a bit! 

I somewhat struggled with the flight controls and the isometric angle which makes depth perception a bit tough (or maybe I'm just a very clumsy dragon), overall a fun and polished experience.
Didn't realize the levels were procedural, I thought they were hand made until reading the roguelike elements description on this page

Developer(+1)

The structures are handmade. Maybe in a more elaborate design they could have been connected in modular chunks (like Spelunky levels).

Submitted(+1)

Yeah, but their placement and levels themselves felt handmade and intentional 😄 modular chunks would be fun too for sure

Submitted(+1)

Very innovative idea! I really had fun playing the game. Good game design and really nice entry.

Submitted(+1)

Nice idea that is really innovative! The ai art kinda takes you out of the experience tho

Developer

Thanks. I assume you mean the characters? Probably my fault for asking for something cartoony. Gives off a mobile game ad for sure.

Submitted(+1)

3D turn-based navigation works really well ! And love being a dragon. Well done