A downloadable game for Windows, macOS, and Linux

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Created for the GMTK Game Jam. The theme was "Out of Control". Three in a Rogue has the player control a roguelite game via Match-3 mechanics.

Instructions

  • You have three actions per turn.
  • Swapping tiles uses up one action. Swaps can made with two tiles adjacent to each other.
  • Potions use one action, they clear all blocks of that color.

CREDITS

StatusReleased
PlatformsWindows, macOS, Linux
Rating
Rated 3.9 out of 5 stars
(8 total ratings)
AuthorsNotExplosive, quarkimo, Jessica Turner
GenreStrategy, Puzzle
Made withLÖVE
Tags2D, Casual, Level Editor, LÖVE, Pixel Art, Roguelike
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse
LinksSteam

Download

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Click download now to get access to the following files:

Three in a Rogue (Windows) 9.9 MB
Version 2.2
Three in a Rogue (Cross Platform, requires Love2d) 6.1 MB
Version 2.2

Development log

Comments

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hmm. kinda weird. movement and attacking works entirely different depending of if there are enemies or not. i do like it though. movement during battle is slow. being forced to move that way all the time would have been annoying.

the xp system is nice and the level up bonus of an extra move works in making you more powerful.

one thing i hate: turning. i will find a good combination, but a side effect will be a turn. turning is so annoying to reverse and legit was a bigger problem than the enemies until i leveled up enough to be able to undo the turn and still do stuff.

lost a chest cuz i didnt know they can only be collected in battle. -_- they do only give potions tho so not a big loss.

fun fact: during normal movement, if you attack and move at the same time you can hit yourself...

potions are op, but the game is so easy that they arent needed. my hoarding self never really used them and still breezed through the game. the tactic of stand in a spot and prepare to annihilate the first enemy in sight was too op to need help. i didnt understand how they worked though. they just use every card of that type on the field.

this highlighted a problem: stacked shields dont do anything. you would expect them to block multiple hits, but they just dont.

the necromancer boss is incredibly easy. all i did was range him down before any enemies could get to me. the room layout should be changes slightly to not allow this to happen.

the summoned zombie doesnt say how much health he has. he seems to only have 1 though. 


all in all a decent game. not really my type of game though. there is a endless and level editor mode and just looking through it there are a bunch of creative levels you can encounter in endless mode. i just dont jell with the match-3 combat system. its not something that i particularly enjoy playing. a complaint i have is, that the game was too short and doesnt explain much. now most things are intuitive, but traps and potions i only understood, after multiple uses and encounter, by which time the game was over. i literally only learned how potions work mid boss fight. so yeah 3 range pots at once wasnt the smartest move. i think the game should have been expanded. there are so many levels that are not in the campaign. why they arent is a mystery to me. like why make levels exclusive to endless mode? that doesnt make much sense to me. so yeah, a guy that doesnt like the games combat mechanic is complaining about the game being too short.

there seems to be a steam version, but whenever i try to go to it, an error tells me that it is currently unavailable in my region. i dont know much about steam so idk what thats about. the steam version looks like it got more polish too, so its sad that i cant check it out.

it also reminded me about the non existent way to gain the currency that is next to your hp. the steam version seems to have it implemented and and a shop for it. 

also the website mentions something about "the classic qualifier in the title", but doesnt elaborate on it or the game. i have no idea what that is about. it made me wonder, why is classic in the title? why is that special enough to mention? why not want to talk about it? 

nowhere but here is classic in the title. not in the trailer, not in the devlogs post game jam, nowhere. how did classic get here? what is it doin in the title? i believe it to just be because the steam version got more updates, but this version for some reason didnt so its the classic version. why that is special enough to mention over anything else when you dont want to talk about the game idk. it makes it seem like the classic title had something to do with why you didnt want to talk about the game. at this point i have spent more time trying to figure that out, than i spent beating the campaign. 

It's a good game, decent implementation of the rogue system... once you get enough moves per turn so that turning your character can actually be recovered/planned for and not just completely discombobulating you. Instead of starting with two moves maybe start with three to head that off.

The overall game is nice mechanics-wise after getting used to it but just feels a tiny bit slow in feel, though. The main game musics are okay but not really helpful in making the experience more immersive. And a minor nitpick, I never quite got the idea of how move-order works exactly. You make a match and then you move into that space later on,  after the match would be gone... I wasn't sure whether the box would move in or what. Small potatoes, though, because the game is still overall a good experience, even if slightly barren on the wow. Better than the vast majority of the Match-3 genre (which is not a high bar, but still, a little work goes a long way here!)

in level editor how do you move in the editor?

I am already exited for the steam release

(+1)

The match 3 is fun, and it's fun to plan out a turn for mintues just for it to go spiraling off the rails from you getting that melee attack you needed. Also the Main Battle Theme during the Puzzle Part is something I really wish I could listen to whenever I wanted.

(+1)

Thanks for playing!

You can find the full OST here: https://m.soundcloud.com/quarkimo/three-in-a-rogue-action?in=%2Fquarkimo%2Fsets%...

(+1)

We just discussed your game on our podcast! Come check us out!

Episode 25: Out of Control (GMTK Game Jam 2020)

http://scrachingtheitch.libsyn.com/

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Hey, Potatoes Are Not Explosive here,  (although my friends just called me NotExplosive). Just listened! I'm glad you liked it, and thanks for the feedback!

Just wanted to clarify something: new gems don't spawn on the board until the start of your next turn, so all of the gems that fall down during your turn were visible to you at the start of the turn. Which is to say, any errant matches you get are actually "your fault." However it's not your fault for not realizing that , the hardest part of designing a game like this is convincing the player of what they have control over.

Also tiny gripe: I don't think you gave our composer enough credit, the soundtrack is a bit more than just bleeps and bloops, in my opinion. Granted I don't make music so maybe I'm just easy to impress.


(Now I'm gonna write a short novel about what changed since the jam build, you don't need to read this whole next part on the podcast)

Here's a summary of things that were (not) in the original jam build:

  • No free movement at the end of an encounter (you ALWAYS moved with the match 3 board)
  • Every gem spawned with uniform randomness (which meant it was statistically likely that you'd have zero movement gems for multiple turns in a row). Now the next gem is determined based on how much you "need" it.
  • (as you mentioned) No EXP bar, no leveling system, you had 3 action points flat.
  • Gems didn't compound their effects, matching 6 gems did the same thing as matching 3. So matching more than three gems was wasteful.
  • No "seeing into the future" with the top two rows.
  • No level editor / boss fight / campaign. There was only an "endless" mode where every door led to a random room (even doors you had already gone through)
  • Enemies were really dumb, most of them would move randomly, not even attempting to move towards the player.
  • The board would refresh with new gems right at the end of your turn, which could (and often did) lead to additional matches you had no way of predicting or planning for.

There's probably some other stuff I'm forgetting but it's easy to imagine how this leads to a much worse experience. Most players would stagger there way out of the first room (maybe hobble over to the chest to get the free potion). Then they'd stumble into the first randomly determined room. Then they'd realize they're out of movement gems so they'd wait for enemies to come to them, which they don't do because they move randomly.

If you look at our submission page you see a lot of folks saying "cool idea but it's not very fun" which is totally fair given how the game was back then. I knew there was a good game buried in here somewhere, it just took me a month to dig it up.

Anyway, thanks for playing and talking about it (one of you played for over an hour, holy crap). I tend to post new games pretty often, especially since I'm stuck at home. If you're interested earlier this year I made a relaxing game with the same composer as this one.

This was a lot of fun! I'm assuming there's no endgame, being I once turned back and found a new room in its place, so it did drag once I realized that, but it was still very fun to try and make it through as many rooms as I could. Cool stuff!

Thanks for playing. There's no endgame (yet!) But in a few weeks I'm gonna add a patch that will hopefully include a non randomized map and a boss fight.

Yo’, Templar here, I don’t know if it’s a bug or I’m doing something wrong, but clicking back to main menu in the level editor doesn’t seems to be working, the game itself is fun, but there’s no real reward for exploration, adding an incentive would really help.

To go back to the main menu you need to click the back arrow and then click the words that say "go back" ... That's not great UI huh? I'll fix that.

Thanks for the note about exploration. I'll consider that for the next patch.

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The frequency of move forward blocks needs to be, like, doubled at least.  It's very easy not to die, but it's very very hard to move.  

(1 edit)

If I fix in in the post jam build will you play it again?

Yep, I'd give it a shot

Glad to hear it! I ask because I've actually already fixed a lot of the stuff people have given feedback about so now I'm just waiting until I'm allowed to update it

Android version please ^^

Although love can technically be exported to android, I've never done this successfully.

np ... btw why don't the game have "Pay whatever you want option" ? 

Very cool concept, though it felt a bit slow.  Good work!