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Rogue Roulette's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #234 | 4.261 | 4.261 |
| Overall | #1156 | 3.278 | 3.278 |
| Seriousness | #1172 | 3.391 | 3.391 |
| Audio | #1224 | 3.000 | 3.000 |
| Creativity & Theme | #1786 | 3.043 | 3.043 |
| Enjoyment | #1834 | 2.696 | 2.696 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Unreal Engine
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Comments
The art, music and 2d intro are really good. The gameplay could use some work. considering this just a game jam, there was probably no time, but just for the sake of leaving feedback, these are some that come quickly off the top:
A clear indicator of where enemies will come from, damage feedback(camera shake, red flash, sound effect, particles), audio when striking enemies, more health? (its easy to get swarmed and completely surrounded by mobs), sound indicators for when enemies spawn since this is first person and some come from off camera where the player cannot see them. directional damage indicator for damage coming from enemies not in front of the camera
in a nutshell, the presentation is top tier stuff. the gameplay less so
I really love the artstyle and the graphics! The music is really catchy and good! The sound effects of hitting your balls against the employees was a little grating though after the third wave lol
Unfortunately the theme criteria wasn't fulfilled very well in my opinion (very creative though, still) because the only spinning element here would've been the one-armed bandits and none of them actually do spin (or move at all for that matter).
It could become a pretty cool full-fledged game (and maybe better fit the theme even) if the one-armed bandit was a roulette-table instead and you'd give that some interaction possibly with the ball you throw. I could imagine when you hit the roulette table, it spins the ball on that table and you can throw one ball (upgradeable) to knock the roulette table ball away from wherever it would've landed to give it kind of a second wind.
Thank you so much for your comments, they mean a lot!
And yeah, when betting there was supposed to be a wheel see which color it landed and to get the upgrades and not just random, but we coulnd't make that work and we just posted a playable build...
You gave us some amazing feedback , thanks!
I'm a huge fan of roguelikes and so I HAD to try this one out.
I must say, the graphics are some of the best ones I've noticed so far. And the rogue-like structure does seem to have healthy bones, signifying that it's quantifiable if you guys keep working on it. The core loop for the the rogue mechanic, however, is a tad...uptight in a way. But the idea itself is awesome, you just need some quality control for the core loop.
Ah, thank you so much for the feedback. We really appreciate it!
Ah, thank you so much for the feedback. We really appreciate it!
The game is very good and promising ! The hand model who holds the ball looks insanely good in game !!
I love the little story at the beginning of the game, it would be nice to have some sound effect or voice acting and moving the image with some zoom effect when someone talks :D
The gameplay is good but it lacks of gamefeel, for example, enemies that flash in white or red when they take damage with some VFX and have a hit animation. For the player, it’s the same, a red outline when you take damage and move the UI. With all that, the game would be so much more enjoyable and dynamic! You can also add a hit stop if you touch the head of an enemy and make a critical hit, adding a camera shake effect when you throw a ball.
The game is really promising and can be really but really cool if you add all that ! You already have a very good artistic foundation, some sounds to rework as for example when dealing damage to enemies I find it a bit too present, normally with a sound cue you can limit the number of sounds played.
Anyway, well done to the whole team :)
We're glad you liked it! The feedback for enemy and player hits would've been good for gamefeel, those kinds of details are small enough to forget when we're rushing to finish the game but do add a lot in the long run. We'll keep it in mind for the future, thank you for your comment!
art is crazy solid. I see lots of potential in this game.
Thank you, the artists behind the game have worked super duper hard! We appreciate the feedback a lot, glad you liked the game.
I kinda feel the game is more of a promise as of now.
The gameplay itself is a bit jarring, which is meant to be the main appeal, I have to say though, the art and promise of the mechanics are interesting enough as for me to root for you guys and hope you keep working on it! I really really liked the concept :D
The roguelike mechanics of upgrades is cool, I liked the ragdoll effect when beating the enemies and i LOVED the first person hand model (though the actual shooting isn't as satisfactory)
I think the easiest workaround I can think of is basically making the enemies slower and making their spawns clearer. :D
Thanks for the feedback and endorsement! I get that the game feels rough around the edges, we were 2 programmers and didn't really have much experience before this, but the artist and modelers did the heavy lifting there to get people hooked :D
Again, thank you for giving it a try and helping us with your comment!
I'd like to emphasize the fact that it was really, really promising! :D The concept of the weapon, the character, the aesthetic, and the modifiers.
That said, I don't know what your situation or time constraints might be, but I really hope you keep working on it!
love the art in game and in intro
Thank you for the feedback, we put a lot of effort into the game ❤
The 2D art looks amazing! I am little paranoid about running random exe files from the internet though. I see you made it in UE, so probably a web build is not possible?
Thanks for the compliment! And yeah I get it, the problem is we don't really know how to implement that :(
Unreal engine has dropped html5 support, so executeable is the only way to go for us.
Amazing game! the art was very nice, and its a very cool concept. the game is really fun too
Thank you for the positive feedback! We appreciate it. The artists and designers put a lot of effort into the game!
Yoo these illustrations are so good!! I love the hand animation, those drawings are so impressive, and also the 3D models of the guys are sick! It's pretty funny to see them ragdoll, and I like the audio effects too. I enjoyed it!
Thanks for playing, so glad you liked it! <3
Love the art and the enemies. The way they move is great! I do feel like I get overwhelmed by them a little too easily but other than that this is a really cool idea!
Thank you so much for the compliments! The enemies would definetly benefit of having some path variation instead of B lining straight to the player hehe
Thanks for playing our game!!
Team ASS: JEROXIA HERE!!
I don’t usually download games during jams, but the art immediately made me want to try this one! The 2D art, comic style, and 3D models all look really cool, and the mix between 2D and 3D gives the game a strong visual identity and it looks so cool!
The core idea is also interesting. The gambling/roulette mechanic is a cool take on the theme, and I like that losing can have a negative effect rather than just being a simple fail state. That said, I do think the gameplay could use more polish and feedback. At times it was hard to tell when attacks were hitting, what the enemies were doing, or what exactly I was supposed to focus on.
Since the game is in first person, it is also easy to tunnel vision on one group of enemies while others come up behind you. Some enemy SFX, footsteps, spawn sounds, or attack cues would help a lot with awareness. I also think more enemy variety, clearer hit effects, better attack feedback, and maybe another mechanic connected to movement or the roulette ball would make the gameplay much more engaging.
Overall, the visuals are genuinely strong and they already do a lot to sell the game! A real contender and a diamond in the rough!
Thank you so much for the feedback! I agree we could've definitely polished the combat more, and SFX would've helped with clarity regarding enemy hit and the abilities you can get from the roulette. I'm glad you liked the art ^^
Thank you very much!!! We really appretiate how detailed you were with both the feedback and compliments! We are definetly missing stuff in the SFX deparment hehe
Aha, thank you for the feedback and I am so glad you enjoyed the game, Jeroxia! 💖❤
Awesome game. The art and models for the game are great! The gambling mechanic is pretty cool and having a negative effect for when you lose is a cool idea. I think having another mechanic for the player related to the movement or roulette ball and having more enemy types would make the gameplay more interesting.
Since you're in first person, there would be times where you're focused on one group of enemies and there would be more behind you. I think adding a SFX for the enemies as a way alert the player would be good.
Hello, thank you so much for the feedback! We had more ideas for mechanics but unfortunately ran out of time haha. It certainly would've been a good idea to have maybe footstep sfx for enemies, thank you for the idea!
Visually, the game is cool, especially the idea of 2D and 3D in 1 game always interested me, but the gameplay is not finished in my opinion.
Thank you for the feedback! We had a lot of ideas for gameplay mechanics and in the end we couldn't add all of them fully, but that's something we have learned throughout this jam haha
The comic and 2D art is so cool! But the game is lacking tons of juice and feedback. Barely understood what is happening and enemies stopped spawning. Also I missed some of the starting info as comics auto skipped and F didn't work to skip.
Hey, thanks for the compliment!
So sorry that happened, we noticed that after the time ran out that skipping only worked when you booted up the game but not after dying weirdly enough...
And yes, this game is missing really a gameplay loop, we only set a few waves of enemies, but it was our first game and I hope you liked playing it even if a little bit :D
First time jammers? Quite a game then! Really close to being complete for all I know!
Thank you so much! I just play your team game and I was blown away by the art, and loved the gameplay!
First of all, whether it's the 3D models or the 2D art, the visuals in this game are really cool, and it’s clear you put a lot of time into them. The gameplay concept is solid, though I feel there are far too many enemies appearing too quickly, making it easy to get overwhelmed very fast. But with a lot of polish especially (regarding feedback on attacks) the game could truly be amazing!
Thanks for the compliments, our artist really put their heart into this game, we know there's a lot missing regarding the gameplay loop or even the feeling of the game, this was our first game and gamejam so we're happy people are getting to play our game! :D
I would recommend some effects as feedback for actions. Right now the only reason I know balls are ven hitting enemies is because debug print statements tell me as much. Some hover and onclick effects for the buttons would've been nice too. Other than that, I'm not entirely sure what I'm supposed to be doing, I read the how to play section but it was rather unhelpful. Nice visuals tho, I commend y'all's artist!
Thank you for the comment Matalya, we appreciate the feedback and are working on the third build of the game to fix the issues we have currently been informed about.
I would recommend since the bullets you are using are being affected by gravity to allow the player to move their camera up and down because its very limiting and requires the player to get closs to the enemys. Also their were still some debug print strings in the game other then that the visuals were great and the music was good.
Thank you for the comment eftihi, we appreciate the feedback and are working on the third build of the game to fix the issues we have currently been informed about