PyWeek - Rainbow Rooms - feedback

Fun Prod Inno Disq N/W Comments
1 1 1 yes

Couldn't get running because of dependencies.

4 4 4

One of the most interesting games in the competition. We loved it.

2 2 2 yes

I checked "disqualify" because I think libtcod provides too much of what we see (e.g. the
line-of-sight calculation and the "graphics"). The game mechanic of different color
switches and doors has been beaten to death, but the limited field of view makes it more
painful. And if I have to keep running back and forth in a maze, it's not a one way trip :).

5 4 3

I just found something about this game very enticing and fun to just sit and play until I got
stuck in an impossible to get out of dead end. It would have also been good for the switching and
unswitching to be a bit more clear.

2 3 2

Solid maze generation and rendering, but you need to build a much deeper, more engaging game on
this solid foundation.

1 1 1 yes

Did not distribute OSX library, only Linux and Windows ones

4 4 3

I enjoyed it. I got stuck after awhile, but that's probably just me not being very good at this
type of thing. I still think it's a pretty good game.

3 2 4

Very interesting idea. Text mode makes it look worse than it is.

3 3 3

I read your post about the level generator and I played the game a while... so I'm afraid this is
an infinite game, isn't it? Game is polished, I would only make it bigger.

4 3 4

Unicode FTW I like this puzzle. Only two things, and they are both about the level generation
algorithm: 1) Is it guaranteed to terminate? It sometimes takes a LONG time to get a valid
level. 2) I once got stuck in a T-shaped section with a green and a blue door, both closed, and
only a magenta dot. So.. I suppose I lost? Or was that my one-way-trip? :)

1 1 1 yes

File "/usr/lib/python2.7/ctypes/__init__.py", line 353, in __init__ self._handle =
_dlopen(self._name, mode) OSError: ./libtcod.so: wrong ELF class: ELFCLASS32 had trouble
installing a newer version as well

2 3 3 yes

Fun would've been higher if any of the following were true 1: There were no levels an incautious
move could render unwinnable 2: There were a clearly defined way to restart a level or 3:
quitting didn't require completely closing the terminal. Those together made a single
mistake a huge hassle.

3 2 4

the game is too repetitive, it would be more interesting if an enemy follow the hero or
something like this. I played eleven levels and I think the hearth is always in the same place.