Super fun game! Looks great and fits in really creatively with the theme, polished and has lots of replayability!
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Rogue Roles's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #580 | 3.677 | 3.677 |
| Overall | #884 | 3.667 | 3.667 |
| Presentation | #1049 | 3.774 | 3.774 |
| Creativity | #1576 | 3.548 | 3.548 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The enemies and objects in the game rapidly reverse roles with one another
Did your team create the vast majority of the art during the 48 hours?
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
This is a well finished and nicely polished game! Really liked the small camera shake feedback when you shoot. It's not distracting but lets you feel the weight of the shot. I think the three colors you used for the player, aim arrow, and the coins, need more contrast as they look too similar in their yellow color. Your enemy indicators are also really nice and helpful to navigate the level. Also it was nice to add those chests as they suddenly change your objective from avoiding enemies to walk towards a point. I really enjoyed it!
Like others said before me, it took me a minute to understand the concept and how I should interact with the game - but I see it as a con, especially in a jam revolved around reveresed roles.
I feel like the level up could be a bit faster, but tweeking and game feel is super hard to get right in a 48 hours game jam.
Overall, polished, plays nice, no bug, interesting concept. Very well done!~
Creative concept! It took me a little while to grasp though, it wasn't clear on my first few runs, resulting in game overs seemingly coming out of nowhere. Once I actually understood what was happening, it clicked and it caused many interesting gameplay considerations.
For example, when all coins gained enemy behaviour, I had to evade everything and make sure no coins spawned. Which is completely opposite of your instincts to blindly grab treasure chests and kill enemies. This made me constantly re-evaluate the circumstances and adjust my playstyle. Great use of the theme!
Presentation and controls were good, the shooting felt nice and punchy. The main player graphics were a bit lacking though, it didn't make much sense to me that a generic skeleton would shoot without having any ranged weapon.
Very good game! I found it very fun and dynamic to play. It must have been quite complex to program all the variants of changing roles that have all the objects! Congratulations!
It feels very polished and finished as an arcade game. My favorite moment was when I had more than 20 coins chasing me to get them but they WERE BOMBS. haha
HighScore: 9680
It took me a second to grasp the concept. Still, it's a good take on the theme and I enjoyed playing it
Very well done! Each run felt unique and left me wanting more, and though it may seem like a minor thing I really did like the chest during into a mimic, it was a nice detail. Only changes I could see wanting is maybe showing my final score at the end of a run and the way I died (though these aren't super big things, and are mostly for me seeing my improvement/where I went wrong). Again, great work, very chaotic and very fun.
The polish in this is just INSANE! Love all the effects, they enhance the experience so much more.
But I was not prepared to be so engaged in the gameplay! The mechanic not only provided opportunities in which to be aware of enemies' attacks, but also presented ways for the player to take advantage of coin-wise!
LOVED how all the coins I didn't collect yet became bombs from one moment to the other; awesome game design all around. I am curious about how you implemented the classes in such a way that allowed all of this.
But most importantly, I couldn't stop playing! I just had to keep going to discover all the different exchange interactions! Amazing thing what you guys put here. Great work!
Thank you so much, I'm glad you liked it!
As for the implementation I must say its a little sketchy but I eventually settled to having an 'Entity' class attached to each of the objects, which store a two 'EntityBehaviour' objects - one for the original behaviour and one for whatever it has been switched with. So if coins and bombs were switched, all coins would store a 'CoinBehaviour' and a 'BombBehaviour'. Then the coin could decide which of the behaviours to draw from by switching on an 'EntityType' enum. That's how it retains some of its original behaviour while using some of what it is switched with. I hope that makes sense, it hardly did to me when I was writing it so I'm not sure haha!
This game is really well done! I love the concept and it managed to stay consistently stressful (in a good way). You honestly could have made an entire game with just the coins getting switched because of how complex that makes things. Great job overall!
Overall great. I feel its missing music but in the end a fun interesting experience. Honestly when the more interesting switches happen like coins becoming enemies that's where the game really shines.
The game looks and feels great! I think it could be better if it was clearer what enemy had which role as you can easily lose track of the list on the right between the chaotic fights, but that is just a little note, the game is already very fun!
Thank you so much! I agree that it could be much clearer, as a matter of fact a lot of my time was spent trying to make what was what more apparent - hence the particles, flashing & sound effects. But looking over at the UI while running away from a hoard of enemies is darn hard lol. Glad you enjoyed the game though!
Very satisfying game! The game is very simple but I enjoyed playing! The mechanical role switching is awesome and has a lot of potential


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