FoonLudum Dare ExplorerLD41 → Rogueclick

Rogueclick

By odward-frenry

View on ldjam.com

CategoryRankScoreCount
Overall3.1210
Fun3.1210
Innovation3.1210
Theme3.5010
Graphics2.4310
Humor2.668
Mood3.009

Comments

nikaoto 2018-04-24 16:10

Very fun game!

I thoroughly enjoyed playing Rogueclick, even though I never managed to pass the forsaken foothills. At first, trying out different strategies held most of the fun, like only running away from the enemies and throwing every potion at them until they froze so I could run away for longer.

Later, I figured out that clicking speed actually matters in this game! Then the fun became trying to kill each enemy without taking a hit.

**Some suggestions:** * *Juice* - You could add some feedback to the player when they perform an action (it could be as simple as changing the color of the button for a split second) * *Sounds* - With the abundance of free sounds on the internet, it's easy to find suitable sound effects for any game. If you don't want anyone else's sounds, you could generate/make them with [Bfxr](https://www.bfxr.net/) * *Instructions* - The fact that click speed matters was never explicitly communicated to me, so I spent the first 10 minutes dying in the first area. When I found out, the game instantly became more fun. I suppose the word **clicker** automatically means that I have to click fast, but that's often up to the player in those types of games. It could just be me, I don't know.

All in all, it was fun and fit the theme perfectly. Also, seeing the works of fellow LÖVErs is always interesting :^)

odward-frenry 2018-04-24 16:31

Thanks for the feedback, @nikaoto! I agree that visual and auditory feedback would be major improvements but I got a late enough start that I just couldn't get around to those extra touches. As for instructions, in the past I've put possibly *too much* explanation for my games that people have struggled to read it all, so I guess this time I erred too far in the other direction! 😜

nikaoto 2018-04-24 16:36

@odward-frenry You're welcome! The instructions really depend on your players. The people who play these types of low-end retro roguelikes are probably willing to put up with more text than the average player, because they know what they're getting into. Now, designing casual or action games, that's a whole different story where people get agitated with each word they have to read :smiley:

fazz 2018-04-25 17:26

I usually bounce right off ASCII roguelikes but mainly because of the learning curve. I found this quite enjoyable. Some simple visual feedback when you click a button would really help - to indicate you're damaging an enemy - at first I thought the game had crashed. I really liked the map though, would've been nice to see something bigger, even if the exploring remained automated.

rulrite 2018-04-25 17:43

I really adore the roguelike genre, so I was pleasantly surprised to find this! I had a lot of fun with it - it works surprisingly well with the 'clicker' element, and I was hooked from the get go.

Part of me feels that the flask upgrades are a little broken: I was on the cusp of death (I think my HP actually hit zero, although I still managed to survive somehow) when I managed to unlock them. From then on I was pretty much invincible, healing hundreds of hit points per potion instead of just ten. Plus, the beneficial effects of the other potions started to last forever, and I was finding them all at a crazy rate thanks to my upgraded exploration... but hey! I think that's part of the clicker genre - snowballing out of control. There's something very satisfying about it, although you could play with the difficulty/toughness of enemies at the more extreme altitudes.

All in all, great work! You did an awesome job of capturing that classic roguelike feel.

them 2018-04-25 18:37

This was pretty good. I liked the interface and how more features, like changing area, were introduced. I think the game misses a lot of feedback that I feel it should give the player. Learning from experience that drinking the wrong potion sets you on fire is an example where it works really well, though some other potions were vague at best (I still don't know what the cyan one did). The juice @Nikaoto suggested is also something that would greatly improve the experience and reduce confusion. I, for instance, thought the attack button didn't work at first because I got no feedback at all and the enemies didn't react to a single click. Some random comments that describes the actions you take would also make it even more engaging.

arzi 2018-04-26 14:04

This was quite fun, but I think the autoclickers are an important part of the clicker genre, so this felt a bit lacking in that sense. Also the balancing (which is very important in this kind of a game) was quite off.

I think the idea is good and could be expanded into a pretty good clicker.

nuthen 2018-04-27 15:56

Fun game! I liked how the attacking was based on how many clicks you could do, and somehow it still managed to be fun to explore, and figure out what potions do! I would have liked there to be more feedback, either audio or visual, for taking damage, dying, etc.

2018-05-15 17:02

Nice clicker! I included it in my Ludum Dare 41 compilation video series, if you’d like to take a look. :) https://www.youtube.com/watch?v=k82mDaf7ze8

cristiano-m-garcia 2018-05-15 17:14

I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.

I hope you continue with the project.

https://ldjam.com/events/ludum-dare/41/witchs-escape