PyWeek - I See You - feedback
Fun | Prod | Inno | Disq | N/W | Comments |
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3 | 3 | 3 | Nice little net-hack kind of game. Missing gui and sound unfortunately. |
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3 | 3 | 3 | OK nethack'ish game. Feels very incomplete, as there's no clear overarching goal or aim, just random exploration and combat. |
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3 | 3 | 3 | The gameplay is a bit repetitive. |
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3 | 3 | 4 | nice game ;) |
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4 | 3 | 2 |
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3 | 3 | 3 | cool game style, reminds me of mines of everlore. has a lot of potential. |
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3 | 4 | 3 | This could be going somewhere! |
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3 | 5 | 3 | Nicely produced. Needed a little more variance in the game play. Wasn't as stongly tied in to the theme as I would have liked. |
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4 | 3 | 3 | Pretty good, as far as it goes. Would be much improved with a bit of polish. |
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1 | 2 | 3 | I didn't find this fun. There is no real goal and I don't see how my character is improving when I kill stuff and get new attacks. |
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3 | 3 | 3 | It's an engine that works, now it's time to really make it fun |
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2 | 3 | 2 | I get lost. |
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4 | 2 | 3 | This game is in the rare category: It Works! Sadly, that is a good and refreshing thing so far this Pyweek. :) I like the endless dungeon thing and the powers. I especially like the line of sight detail: nice touch. I found myself wanting: Sound and mood music. On-screen telltales, especially something more quantitative than "X is more powerful". I wanted to see how powerful they are, since they all seemed about the same and the novelty of choosing wore off quickly. These would have boosted your production score. I had fun with what you had at the end of Pyweek. You could have a foundation for a great little game here. There aren't enough pygame hack-n-slash. Please grow it for Pyggy or in your spare time! |
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3 | 2 | 1 | Most basic roguelike I've yet seen. But still, killing monsters and getting new abilities is fun. I wonder why you didn't add ten times as many abilities and monster types. All you'd need is to pick a cool name and a sprite to go with it from base.png. |
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3 | 3 | 3 | yes a bit basic but if you had more time it could have more compelling concepts. |
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4 | 3 | 3 | The game would be quite a bit more comprehensible if the messages that printed out to the console appeared in the game. I had catted the README to the terminal and scrolled up so I could read it during the game and I missed all those message during my first playthrough. Once I got the hang of the game, it seemed pretty straightforward. I didn't see any reason to use anything but my strongest ability. At first I tried to match my attack to the creature, but it didn't seem to make a difference as to which one leveled up. Anyway, by the end I was using the Fire Breath exclusively. My final stats were 97/62/105/136. I'm pretty sure I made it to the bottom. At least, a level where there were only up ladders. |
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2 | 3 | 2 | Too many enemies! |
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2 | 3 | 2 | didn't see where to go or the goal was |
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4 | 3 | 3 | this game is a good work and reminds me castle of the winds |
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3 | 3 | 3 | Was showing promise, pity you ran out of time :( Feels like Dungeon Crawl Stone Soup :) |
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4 | 4 | 3 | I feel tougher having played this game. |
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2 | 3 | 3 | good one |
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3 | 4 | 2 | Ok a nethack like game. Where exactly was the mutation element? Still interesting to play a little more polished and it might be fun. |