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Fletch Quest: A Roguelite Adventure's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #125 | 3.600 | 3.600 |
| Enjoyment | #133 | 3.775 | 3.775 |
| Overall | #522 | 3.125 | 3.125 |
| Audio | #638 | 2.775 | 2.775 |
| Visuals | #675 | 3.000 | 3.000 |
| Innovation | #684 | 2.675 | 2.675 |
| Theme | #691 | 2.925 | 2.925 |
Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
Liminal places are pretty strange, especially when you've probably never even heard of them! There was originally more going into it with the protagonist picking up items from different strange places, but we ended up not having time to implement most of the pool items.
What code and assets did you not make from scratch during the jam (if any)?
The music and fonts.
How many people worked on the game?2
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Comments
Thanks for submitting your game to the stream! If you wanted to look at the playthrough again in the future here's the VOD timestamped to your game
I think the game is interesting, but I have no context for any of the story. A simple splash screen or text box would have made it better, even if only for a jam. Good on the programming, it was clean mechanics from what I could tell.
Did I win? Cause I couldn't do anything past the point below.
Quite a well-thought-out gameplay! Loved the number of unique attack options there! Great work!
This is a fun turn-based game. The inclusion of stat upgrades and item boosts throughout progression adds depth and makes the experience more engaging. Good job!
Wow the game is a very good roguelike for a jam entry! well done in only 1 week.
I would like if all assets where pixel art or normal drawn. Personally I think the mix hurt the visuals.
Very well done :)
What everyone else says. And. It made me laugh out loud!
this was so much fun :'] the gameplay felt super intuitive and i loveddd stacking up bleeds and gaining vigor. if i had any complaints- i guess it could maybe be that it's a little *too* easy? but hey, maybe fletch and i just have a soulbond <3
Dude this is actually really good, and in a week too?? The twist at the end with the TV Octupus went hard, I wasn't expecting that honestly!That twistended my first run but I was able to get him on the second run :)
Also some feedback is maybe you'd want to nerf or reduce the odds of getting that sword that makes you go twice in a round, that ability is OP AF lmao.
Honestly I had a lot of fun, I was able to understand what everything did without a tutorial and the aesthetic was really nice too. Love to see where you guys will go with this! Very impressed u made this within the jam's timeframe
You made a really great foundation where you can easily expend on it in so many different ways. Making a functional rogue lite in a week is already difficult but making it fun as well! Amazing job!
Was fun, congrats on a roguelite in a week! It was well done
Kinda confused on what some of the symbols mean, i.e., what is difference between blue and orange shield and the purple item. Could be useful to have hover over to understand them?
This game is so fun and interesting! It was a bit confusing at first turns but it quickly turned very intuitive and addictive. I missed a victory screen but the game was still so much polished tho! PD: The bleed build i'ts broken :D
There is quite a lot here for a week-long game jam, so well done for getting so much in! I liked the move options available at the start: defend now, buff later, attack and heal or attack and do maximum damage. Well thought out! The pool setting was really unexpected after I read the story description on your game page, though I guess that surprise only emphasises the "strange place" connection to theme.
I did find a couple of cards confusing, possibly because you get to choose them quite early on. One was prickly shield - "if you block 100% of damage, inflict 0 (DEF 100%) bleed stacks" - why would I want to pick a power that inflicts 0 stacks of bleed (or would it inflict more if my DEF was higher?)
Another was "if this does attack does more than 10 damage, [some kind of buff]" but then the damage shown on the card does 3 damage - so I guess that base damage is increased by levelling up attack strength? It might just be a case of ordering or could just be me misunderstanding.
Nevertheless, you've made a fun Slay The Spire-like game in an impressively short amount of time, so well done!
Thanks! :D
In my free time when I couldn't code I jotted down a lot of different ideas for abilities/items to make sure that there were interesting enough decisions for the player! I normally hate when items/relics are just number boosters, so I tried to come up with interesting interactions between different items/abilities as well, but that does lead to a bit of confusion sometimes. :P
For stats that have an expression in the form of X (stats and percentages), that means that that value is based on your own personal stats! So Prickly Shield inflicts bleed on the enemy equal to your DEF stat. And this updates throughout the game if your DEF is ever changed by temporary or permanent effects, but it definitely seems confusing before you get any DEF.
For the Greatsword (I'm assuming), it activates whenever the player has an attack that does more than 10 damage, and it causes the attack to deal an additional 3 damage (which scales with your ATK as well). It doesn't mean the Greatsword itself has to get to 10 damage with its bonus, but that the player just has to have a 10+ damage attack through any means. I could definitely explain it better though! ^^
This is a really impressive demo of roguelike mechanics for only a week-long game jam! The motion design immediately stood out to me as extremely strong and very polished. I managed to progress all the way to the second to final battle on the map, but was sadly taken out by one of the life preservers (ironically, lol). Not sure if this is a bug or just didn't get implemented, but I did notice that when I died, my character disappeared but then nothing else happened. I was stuck on the same battle screen.
A bit more time to polish will make this even more fun. For example, I was a bit confused on what each resource and stat was. I feel like I should be able to hover over each element on screen and get a small pop-up window to describe its effect. Also, the red text on a dark brown background is a little bit difficult for me to read.
I also really like the idea of the liminal space environment coming alive to attack you. I think that some small tweaks could really emphasize this. Like maybe the environment changing mid-battle or changing the mechanics of the map to be more representative of the space you're in. I did feel a little disconnected from the theme in its current form.
But overall, this is super cool and really impressive. I really started to get the flow and strategy of the attacks near the middle of the map. Roguelikes are very intricate and you made a genuinely fun one in such a short time!
Thanks for playing and for taking your time to write some detailed feedback! :D
Unfortunately, we were in a bit of a last minute rush fixing bugs so we didn't have time to implement anything other than a hacky restart by pressing R sort of thing. :p
We'll definitely add a proper game over screen in the future! ^^
As for the clarity and UI stuff, yeah, that makes sense. We'll fix those in the future!
And ooh, that would be cool Early on we had the idea of having environmental effects, but we ended up forgoing that due to time restraints. Maybe we'll circle back to that in the future! :)
This has alot of functionality and is impressive for a 1 week jam honestly, you guys did a really good job. The art is cool, some of the enemies are hilarious in the best way, it all feels super cohesive, strong potential if you carried this forward. For the obvious gripes, even a little bit of sound on attacking / healing or poisoning would have improved the perceived quality of whats already there ALOT.
But yeah, main thing missing for me is juice and polish, the actual game is fun, good work :)
Thanks for playing and for your feedback! :D
We are honestly planning to continue work on this! ^^ Sound is something that unfortunately had to be left to the wayside after spending a bit too much time on the combat. :( But we will add some juice for that in the future! :D
Nice game, I played it like I would any other rogue lite and stacked one ability and ended up with a pretty fun end build. The final boss fight was a lot closer than I expected.
Thanks for playing! ^^
One philosophy we had in our design was to make sure that the builds are fun, or that they had an "aha" moment when you realize that this actually synergizes *so well* with this other thing. We tried to scale up the enemies to compensate, and while the normal enemies definitely need work on that regard, I'm glad the boss fight fit the difficulty we were going for well! :D
Very good game, love me some rogue lite slay the spire mechanics. Bleed stacking op.Very nice implementation, would love to see more
Haha, bleed is a bit op right now! And thanks for playing! ^^ We are planning on continuing work on this in the future, if you're interested in checking it out again sometime after the jam! :D
Tv octopus Killed me where is retry button!!!!!!!NOOOOooooOOOOOoOOO
We didn't have time to properly implement a retry button due to bugfixes, so for now we have it so that R restarts the game. ^^
Interesting mechanics. Good work. If you work on the visuals some more, it will be a very good project.
Thanks! :D
We're already planning on continuing progress on the game! The artist themselves has already played through it dozens of times. :p
It's ambitious to try and make an RPG in a week, so good effort! It was engaging enough for me to get to the final boss.
The visuals were a bit inconsistent (pixel characters, but a drawn environment) and I didn't really get why they were at the pool.
I managed to have a long string of rests after the first few battles to train up, I'm not sure if that was by design or randomised. All of the battles seemed pretty straight forward until the final boss that I lost to, and then the game didn't have a Game Over screen so the only option was to completely restart.
I liked the ctrl to show more info button, but I never learned what the orange shield meant the whole game!
Thanks for playing and for your feedback! ^^
As for the visuals, they're intentionally inconsistent (at least between the characters and the environment), because it was meant to show a sort of collision between two worlds (the one Fletch is from and the poolrooms-esque location), but we didn't make it clear enough or emphasized it enough due to a lack of time. >.>
Rests are randomized, so getting a long string of them is nice! ^^ But this game does make basic enemies harder for every encounter you've done so far, so they do make the fights after rests trivialized before a difficulty spike at the boss. As for the game over screen, sadly we didn't implement that in time. :(
The orange shield is meant to represent magic armor, which blocks magic damage. Definitely should add a way to clarify that and other icons in the future.
If the graphics of the pool world are different to that of Fletch's home world, why are the enemies in the pool world in the same graphic style? ;)
I like that idea, but you would have to follow it through to make it obvious to me!
Haha, fair enough! ^^
The artist was going for a vision where the worlds sort of "collide" and as a result enemies from both the home world (like the mousechilla) and the pool world (like the evil pool noodle ofc) are mixed together in the same style while the background remains of the natural pool world style. We were originally planning on a cutscene to show this but didn't have time to implement it, so it's definitely left very unclear, and I take fault for that because I thought we'd have time but I didn't anticipate all the last-minute bugs. >.>
Haha, I know that feeling. Developing my game's systems took about a day, then making the intro cutscene took about a day! Definitely something to plan in for the future.
Very fun and feels like there are a lot of fun builds to play around.
Thanks for playing! ^^