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A jam submission

Caves of Xol'thorView game page

Descend into the depths of this roguelike adventure
Submitted by red-stake — 20 hours, 37 minutes before the deadline
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Caves of Xol'thor's itch.io page

Results

CriteriaRankScore*Raw Score
Traditional Roguelikeness#24.0004.000
Aesthetics#173.6673.667
Scope#443.0003.000
Completeness#683.3333.333
Fun#783.0003.000
Innovation#1902.0002.000

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Completeness: It's reasonably feature-complete, but there are things I might expect that aren't there, like some way to know what your attack is relative to the hit points of the enemies. Also, it feels not particularly balanced, but this is almost entirely an artifact of the fact that there's no wait key. More on that in Fun. It does lag somewhat on my machine in the larger levels. Aesthetics: Very clean and I like the style! Controls are extremely simple. Fun: It's very simple and the fact that it's 4-directional movement and you can't wait means that, if the enemy configurations are off, you can sometimes just take unavoidable damage, which feels awful. The movement delay is also kind of vexing. Innovation: It is very simple in terms of gameplay. Scope: Entirely appropriate. Traditional Roguelikeness: It is a trad-roguelike.
  • I enjoy the aesthetics, it’s a nice and simple game. The graphics reinforce the mechanics in that way. I personally enjoy very simple roguelikes. The biggest twist here is that there is no way to wait, which requires some positioning decisions from the player. Often games that do not allow waiting include actions that take a turn so that you may, for instance, waste a potion just because it uses a turn. Here, however, the only way to change your relative relation to an enemy is to hit another enemy. This is kind of interesting in a way, you end up running around to find an enemy with the right parity to you. Ideally, you would count tiles to get into line of sight with monsters such that you are on the right parity to get the first attack, but it didn't turn out to be necessary to beat the game. It would have been cool to see some additional options other than more damage and more health. Just one additional mechanic added to the roguelike formula would have made a big difference. It's maybe a small thing but I also prefer when movement is almost instantaneous, instead of waiting for the character to move every turn. Overall it's pleasant and very roguelike.

Successful or Incomplete?
1 Success

Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yes

Do you consciously consider your game a roguelike/roguelite? (If not, please don't submit your game)
Yes

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Comments

( 1)

Cool little roguelike

Developer

Thanks :)

Submitted( 1)

nice game and I like the simple style of it!

Developer

Thanks so much!