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Void Eternal's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish | #22 | 4.273 | 4.273 |
| Innovation | #34 | 4.091 | 4.091 |
| Fun | #53 | 3.545 | 3.545 |
Ranked from 11 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, mysterious abilities that must be used to discover their uses and synergies.
Screenshots
Yes
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Comments
The abstracted control was an elegant and economical framing. After a couple confusing deaths I understood what I could and couldn't do (I read things but not really, like most people). Figuring out the abilities was quick because death is quick. No bloating. Loved getting attacked through the frame by the cat.
I really felt at the mercy of the original layout, but all the fixes I could imagine would slow the game down too much so I didn't mind.
Interesting and creative puzzle game/roguelike. I think the idea behind it is pretty creative but i personally don't think puzzles work too well with proc-gen levels. Some of the generated levels make the game almost impossible to win. I think puzzles are something that should be hand crafted. But i also think that it's nice to experiment with the idea and game jams are the perfect platform to showcase those ideas. I liked to see it in the jam and i enjoyed experiencing it
Enjoyed this game. The mysterious abilities were neat. Once I started to understand how the game was setup, I really liked the interaction with the various abilities.
A thought, though, it would be nice to understand what upgrade means in the context of the ability. and swapping an initial damage ability for something else was actually a great strategy consideration, but - it became difficult to actually play with more creatures requiring more damage and the abilities not necessarily offsetting. So it seemed like the best course was almost always feeling like - how do I get upgrades on my initial damage dealing abilities.
Really excited to see where this goes!
thanks for the feedback!
I did toy with the idea of giving the player more information about upgrades etc, but I didn't want to lose the sense of discovery.
definitely could do with a balance pass, which I'll hopefully get time for this week.
Really nice entry! had a lot of fun playing