PyWeek - batholith - feedback
Fun | Prod | Inno | Disq | N/W | Comments |
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3 | 2 | 1 | yes | Not wibbly-wobbly. |
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2 | 2 | 3 | The concept of the game sounds interesting but the game itself was a bit confusing. Getting the items seem to cause cave-ins at random, but - maybe that's just me - I don't really see how the cave-ins add to the game. And, this is just a tiny annoyance, but why do you have to press spacebar to get the next message - couldn't it have been timed/replaced? The game needs more than just walking around and getting gems/mushrooms. I like the concept of digging and creating cave-ins, but that seems to serve no purpose in this game (for example, I think this game would be more fun if digging at certain spots would let you reach more items, or the cave-ins could be controlled to block enemies or something). (Ok, I just saw the "TODO list" in the description. That explains why this game feels like it's missing something. I think those would definitely add to the game.) |
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1 | 1 | 1 | There was supposed to be some connection to the theme. Wibbly-Wobbly? Maybe I haven't played enough roguelikes, but I didn't understand what was going on with the green rectangles. And it turns out that you can go negative health without dying. I feel like this game has a long way to go and has been done. |
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3 | 2 | 3 | there was error: |
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2 | 2 | 2 | Feels very unfinished and confusing. |
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2 | 2 | 2 | I love roguelikes, but this is not much of a roguelike since it's realtime. It's also not much of anything else, since you just wander around in the dark picking up everything that comes your way. Maybe it's a good basis for future development. |
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1 | 1 | 2 | in my opinion graphics should have been a little bit more meticulous |
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2 | 3 | 2 | The font rendering was miserable on my system (Linux). Not sure why... |
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1 | 3 | 1 | theme? looks like a nethack clone |
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3 | 2 | 3 | yes | I don't think this really suites the theme. |
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1 | 3 | 1 | A rougelike without enemies is quite dull. I do like the graphical representation: still very true to its roguelike origins - but a tad more modern and minimalistic. The sound effects could have been more subtle, though. |
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2 | 2 | 2 | it has a lot of potential, tough |
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3 | 3 | 3 | Looked like a simple game, but it was extremely difficult to read the text in parts. Things were |
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2 | 3 | 3 | i'm sorry but i just couldn't figure out how to play this game. :( |
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2 | 3 | 2 | Sorry. I don't know howto play you game. |
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1 | 2 | 3 | There's not much happening in the game. :\ |
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1 | 1 | 1 | Everything is microscopically small, the corridors are too dark to see easily against the background, and it responds very sluggishly to keystrokes. Also nothing interesting to do. |
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3 | 2 | 4 | yes | Where's the wibbly wobbly?? |
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1 | 2 | 1 | worthless and out of theme, disqualify yrself :D |
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2 | 2 | 2 | yes | /usr/lib/python2.6/dist-packages/pygame/sysfont.py:139: DeprecationWarning: os.popen3 is deprecated. Use the subprocess module. Running |
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2 | 2 | 3 | Nice level generation but kind of unfinished without the RPG elements. You should show the player's health ALL the time - every time I died I was caught by surprise and skipped the game over screen because I was still pressing the movement buttons. |
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2 | 3 | 4 | Quite irritating that I died right after picking up a gem (cave ins are quite evil) - twice. I also did not understand how the paths are generated - I started in the first room and nothing happened (the paths did not evolve further) in my first try until about 2 minutes passed. |