Roguelike One by Chris Otey
Roguelike One is a procedurally generated miniature-planet based roguelike. Take control of the INTREPID PILOT as they fight their way through the 32nd Galaxy Gladiatorial to discover the secret at the center of the galaxy.
Links
* NOTE: We highly recommend downloading the Windows executable for best quality, but the WebGL port is quite playable!* * Itch (WebGL and Windows): https://hyperfocusgames.itch.io/rogue * Source: https://github.com/hyperfocusgames/ld38
| Original URL | https://ldjam.com/events/ludum-dare/38/roguelike-one |
Ratings
| Overall | 56th | 4⭐ | 27🧑⚖️ |
| Fun | 74th | 3.88⭐ | 27🧑⚖️ |
| Innovation | 389th | 3.12⭐ | 27🧑⚖️ |
| Theme | 205th | 3.76⭐ | 27🧑⚖️ |
| Graphics | 275th | 3.8⭐ | 27🧑⚖️ |
| Audio | 154th | 3.609⭐ | 25🧑⚖️ |
| Humor | 530th | 2.19⭐ | 23🧑⚖️ |
| Mood | 666th | 2.591⭐ | 24🧑⚖️ |
| Given | 23🗳️ | 18🗨️ |
Very nice name also :sweat_smile: !
Adding a display for how much health the enemy still have could be nice, but it is not really a problem.
Great game! Well done!
Only a couple of things wrong with it: the control scheme was a bit unpleasant, and the bullets were a bit too fast and numerous on the small planets, making them very difficult to avoid.
Good job!
The upgrade system is nice, but I personally couldn't see much of a difference when upgrading the rate of fire beyond the first upgrade.
When you receive messages from people, the gameplay itself should somehow pause so that you're not multitasking (trying to read the message and fending off attacking enemies at the same time).
The procedural planetoids are a very nice touch. Great game!
(One small technical thing: Pressing the esc-key on leaves fullscreen (at least in Firefox). So it would be grate if the scrolling intro text could be skipped with some other key, like space or enter)
Good job!
```
I'm the pilot, I brought the message
I'm the pilot, I brought the message
```
them before you get hit. Otherwise, it felt super tight, and the ability to upgrade just made it even more fun! Great music as well, and the graphics fit nicely.
I wish the levels didn't just reset when you complete the last area though! I've gone through twice to max out my ship and I wish we found out what was at the center. :(
I do agree that the aiming is a bit of a problem, but not a huge one. I do wish there were more upgrades available that changed the way you fought (like the multi-shot one), though. In any case, while the aiming feel a bit awkward (especially since the _enemies_ can shoot in any direction), changing it would probably involve re-balancing a lot of the game.
My other two complaints are UI complaints: It's not really feasible to read the messages you get occasionally, because you're fighting while they're scrolling by. Maybe don't spawn any enemies until after the message has completed? Also, in the WebGL version (the only version I can play, since I'm on a Mac), pausing the game is pretty awkward: you have to hit escape to pause and unpause, but instead of doing what you wanted, it first kicks you out of full-screen. Then you press it again and it pauses. That means that if you want to pause, you can't safely get back into full screen until you beat the level.
Anyway, I hope you expand this further, I really like it!
It would also be nice if the direction your ship pointed wasn't locked to the direction you were moving and if your ship carried more momentum and could slide and drift. Using physics and controls similar to the game Luftrauser (without the gravity pulling you downward) would make the game feel more responsive and dynamic and would be a pretty good fit, in my opionion.
Pretty good work overall, though.
Agreed with this.
All aspects are at a high level. Very nice job guys!!
https://www.youtube.com/watch?v=cNgoyhHtWC0