I love a game that doesn't allow me to escape the mouse out of the object so I can't quit the game and go to another tab.
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Description:
Scale up your boundaries by shooting in this roguelite game.
Run into the simulation and build your path with a 5 weapon arsenal as fast as you can.
Take advantage of the destiny wheel to boost your character.
Download:
Windows: https://healliesgames.itch.io/rooom
UPDATE #2
UPDATE #1
Note:
It's been a while! Made with GameMaker in 72 hours for #GMTK2024.
Most of the resources were crafted during the jam, but here's the credit of the stuff I borrowed:
TTS Voice: https://luvvoice.com/
Font: Nulshock
SFX: taking ammo, applause.
I love a game that doesn't allow me to escape the mouse out of the object so I can't quit the game and go to another tab.
This was a ton of fun, i only wish i could full screen it.
Quick to get a handle on, more strategy than you'd think. Noice!
Hrmm, I think I understand what this game might be trying to do, and it's certainly rather unique and experimental, but I just didn't enjoy myself with this, unfortunately.
From what I can gather, the core conceit of it is that you're uncovering tiles to try and find the exit, but every tile uncovered has a chance to be something else: sometimes it can be helpful treasure, other times it can be deadly enemies. In a way, I could see it playing around with risk/reward a lot: do you just try and speed through to find the exit while ignoring enemies, or do you play very cautiously? If you find the exit, do you risk uncovering more, hoping to find treasure before continuing? The spin the wheel modifiers, new enemies and tile types, and so on also add some excitement to the mix.
Unfortunately while that sounds decent enough in theory, the execution left me bored and confused. The scenarios I posted above don't work because there aren't core elements like a timer or score to provide any sort of motivation or guidance to take risks. Many of the enemies were unthreatening statues, and many of the power-ups like omni-vision just completely delete any sort of fun as they are a get-out-of-jail free card. I dunno, I just couldn't get into it as it all felt pointless.
If that wasn't bad enough, the game also just had a lot of annoyances getting in the way. For example, it's cool if you pick up a gun like the railgun where you can blast enemies and clear big swathes of the map, but lord have mercy if you pick up a damn telegun: you're begging for a button to switch back to your fists as you're left uncovering the map at a tediously slow rate until you finally run outta ammo.
As said before, it does feel like an interesting experiment which is good for a game jam, so kudos for taking the risk: it just didn't work out this time for me.
I like my roguelikes with a stronger feeling of progression. As it is it doesn't feel like you get stronger as the game goes on, instead it feels more like you get a random loadout of items and powerups in each level. Still, there's good polished fun to be had here.