Difference between revisions of "7DRL Contest 2011 Reviews"

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====[[Deej|Eben Howard]]'s [[EmoSquid]]====
====[[Deej|Eben Howard]]'s [[EmoSquid]]====
It's a bit overwhelming at first glance, what with its 3D world visualised in planar cross-sections.  The text was cramped and a little hard to read on my display, making it a little hard to figure out what things were.  The point here is the movement system, and it works well for what it's doing.  The length and difficulty of the game make it a hard sell as a small roguelike, and it will certainly help to have the full tracklist (Eben offers it on his site -- I'll be asking for it before playing more and extending this review.)
It's a bit overwhelming at first glance, what with its 3D world visualised in planar cross-sections.  The text was cramped and a little hard to read on my display, making it a little hard to figure out what things were; my poor color vision cannot have helped.  j and k are reversed in the vi-key layout, and it takes some time for alt to dive and shift to ascend to become second natureOnce you get through all that (and it's not hard to do), you get to the real experiment.
 
The point here is the movement system, and it works well for what it's doing.  It's not as free and intuitive as [[Earl Fork]] was last year, and it seems like the move from 8 neighbors to 26 neighbors mostly just makes room for small enemies to mob you.  Once you discover how to out-manoeuvre your enemies so you're taking them on one by one and keep track of the expansive, largely open spaces you're swimming in, you do develop a certain sense of freedom.  The music plays in, here, and it's a pity that the realities of hosting have kept Eben from distributing the whole collection as he intended it to be heard.
 
The length and difficulty of the game make it a hard sell as a small roguelike, and it will certainly help to have the full tracklist (Eben offers it upon request -- I will acquire it and see what difference it makes.)

Revision as of 11:55, 15 March 2011

Here lie the reviews of the many entries in the 2011 7dRL Challenge!

Reviews by Eben Howard

Stygia by Perdurabo

Stygia opens with a well designed ASCII block title screen and proceeds to tell a dark introduction. We are informed that the surface of the world is a frozen wasteland who's sun is long gone. The only way to survive is now to move deeper into the Earth where heat can still be found.

I really like the heat mechanic which forces you to keep going deeper to escape the cold. Plentiful items with neat add-on abilities makes item grabbing quite fun.

Play Experience: The first time I tried this game, I was killed by an invisible kobold :( The second attempt went better, until a kobold that wasn't there walked so there was only one path could get hit from, moved towards one path, walked without hitting anything and kept getting hit... I really like the premise, and the FOV and mechanics seemed smooth. Hopefully a bug fix will come around and I'll try it again.

Update: Bugfix version 0.11 fixed the issues I previously had. This game is now quite awesome, I recommend trying it out!


Reviews by Joshua Day

Detribus

Minimalist 1-bit aesthetics, a haunting chiptune soundtrack, and elegant lighting and animation add up to an ambient game experience that is not to be missed. Minor display bugs dampened the initial launch, which had already missed its 168-hour deadline, but have largely been ironed out. The four-way movement (like that in POWDER and the authors' own Cardinal Quest) and ranged combat against melee-only enemies make this more of a puzzler than a roguelike. It's embedded right in their website, so it's easy to try.

Eben Howard's EmoSquid

It's a bit overwhelming at first glance, what with its 3D world visualised in planar cross-sections. The text was cramped and a little hard to read on my display, making it a little hard to figure out what things were; my poor color vision cannot have helped. j and k are reversed in the vi-key layout, and it takes some time for alt to dive and shift to ascend to become second nature. Once you get through all that (and it's not hard to do), you get to the real experiment.

The point here is the movement system, and it works well for what it's doing. It's not as free and intuitive as Earl Fork was last year, and it seems like the move from 8 neighbors to 26 neighbors mostly just makes room for small enemies to mob you. Once you discover how to out-manoeuvre your enemies so you're taking them on one by one and keep track of the expansive, largely open spaces you're swimming in, you do develop a certain sense of freedom. The music plays in, here, and it's a pity that the realities of hosting have kept Eben from distributing the whole collection as he intended it to be heard.

The length and difficulty of the game make it a hard sell as a small roguelike, and it will certainly help to have the full tracklist (Eben offers it upon request -- I will acquire it and see what difference it makes.)