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A jam submission

PointlessView game page

A Roguelike Lacking a Win Condition
Submitted by jmlait — 1 day, 8 hours before the deadline
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Pointless's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#403.5365.000
Polish#443.5365.000
Fun#463.5365.000
Overall#463.5365.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike?

Yes

Turn-based

Yes

Meta-Progression

No

Roguelike Elements
Turn based tactical combat on a discrete map. Randomized worlds and dungeons. Object interaction.

Screenshots

Yes

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Comments

Submitted

This was fantastic! After a few lives I figured out how to survive, but succumbed to a ghost in the depths (it was almost dead). You had a lot of content in this one, and I like how it was a mystery to slowly figure out the mechanics.

Submitted

I really enjoyed this.

High points:

  • maps were interesting and plentiful
  • crafting was fulfilling
  • all systems I encountered were engaging to learn (snow, elevation, crafting, combat, warmth, hunger)
  • the day/night cycle, when the morning breaks, it’s just an incredible feeling, really sold by the transition of color saturation

I did miss music/sfx. I know they are often not important, but man especially a game like this with such atmosphere, I would have loved some sounds to reinforce that feeling of being on a snow covered mountain.

This is probably blasphemy, however I don’t typically enjoy traditional roguelikes, or rather I want to enjoy them, but they tend to not grab me for whatever reason. I played this game for over 4 hours, and loved every moment.

A phenomenal entry, bravo 👏

A great pleasure jamming with you 🙇

Developer

Thank you for the nice review!   

The music/sfx is something that is always a hole for me...  For the same reason I stick to ASCII, trying to build _good_ music and sfx is really non-trivial, much like trying to build good tiles.  You want it to reflect the game itself, not just be generic, which requires serious composing skills...  (My composing is worse than my art, and if you've seen the classic POWDER tiles, you'll know the state of my art ability :>)   SFX is also pretty hard to build into a roguelike as they are meant to allow extremely rapid fire turns.  Ambient music is definitely more approachable though.

I am glad you liked the twilight.  It is always shocking how something simple like that can really add atmosphere.  Though thanks to night, I needed lighting on the surface world, which meant that forest fires would kill system performance, forcing more rounds of optimization... :>  But that is what I always like about developing during a 7DRL.  I get to see how the game takes itself beyond my original plans and vision.

Submitted(+1)

I found the most efficient way to win. Consider my dopamine receptors on fire.

Developer (1 edit)

No, no, no.  You can't just say you won.  You have to Declare it!  :>