Game review

Eugor

6.7 / 10

Developer
Markus Fisch
Publisher
Markus Fisch
Released
13 September 2015
Platforms
Web browser (desktop and mobile)
Genre
Roguelike
Monetisation
free
Players
Single-player only

The short version

The one unusual idea here — one finger to move, two fingers together to fight — is real and it works, confirmed by watching the game's own internal fight-state flip the instant a second touch point lands. Everything around that idea is too small and too short to be worth a special trip.

Biggest strengths

  • The two-finger-to-fight gesture is genuinely well-built for touch, not a keyboard control awkwardly ported over
  • Confirmed via direct testing that both movement (one-finger drag) and fighting (simultaneous two-finger touch) register correctly and affect real game state
  • Zero page errors and zero failed requests on phone or desktop

Biggest weaknesses

  • The actual playable dungeon renders as a small pixel diorama surrounded by a large decorative but non-interactive backdrop, on both phone and desktop — everything you can touch or see clearly is confined to a modest strip of the screen
  • Very short even by js13k standards — a single reversed corridor-crawl with no distinct rooms, bosses, or milestones beyond "keep walking and fighting whatever's in the way"
  • Console throws repeated "Unable to preventDefault inside passive event listener" warnings on every touch (benign in our testing, but a sign the input code predates modern touch-event handling)

Who it's for: Roguelike completists and js13k archaeologists who want to see an unusual touch gesture done correctly.

Our recommendation: mixed

6.7 / 10

Eugor is a 2015 js13kGames entry from Markus Fisch (whose Soyuz 404 we reviewed positively this same cycle), built around a clever premise: you've already beaten the dungeon's final boss, and the whole game is the walk back out. It's a "reversed" roguelike in the most literal sense, and the pitch is charming even before you touch it.

Controls (8.0). This is the reason to write the game up at all. The README claims one finger moves you, two fingers together makes you fight, and that is exactly what we found when we tested it directly. We dispatched a genuine two-point touch event through CDP — not a description taken on faith — and watched the game's own player.fighting flag flip to true the instant the second finger landed, then confirmed a nearby monster was fully cleared from the scene after a few seconds of sustained two-finger contact. Movement by single-finger drag worked cleanly and repeatably in the same test pass. This is a real, deliberately touch-native control scheme, and it's rare to find one built this precisely in a 13-kilobyte game from a decade-old competition.

Visuals and scope (6.0 / 6.5 gameplay). Here's where it falls short. On both a real 390px phone viewport and a 1280px desktop viewport, the actual playable dungeon — player, monster, sword, exit — renders as a small pixel cluster inside a much larger canvas mostly filled with a repeating decorative wall texture. That's by design (the developer's own promotional screenshot is a modest 400×250), not a layout bug — there's no overflow, nothing is unreachable, innerWidth and scrollWidth match exactly on both devices. But it does mean the moment-to-moment experience feels sparse: you're watching a small diorama in a large green field rather than filling the screen with dungeon. The loop itself — drag toward the next threat, hold two fingers down until it's gone, keep walking — doesn't develop much beyond that single beat.

Value and originality (6.0 / 7.0). As a js13k artifact, thirteen kilobytes buys you a neat premise and one well-executed gesture; it doesn't buy you room variety, difficulty curve, or much reason to play it twice. The "reversed roguelike" hook is original enough to be worth the ten minutes it takes to see all of it, but ten minutes is also about all it has.

We want to be fair to what's genuinely good here: the two-finger fight gesture is not a gimmick, and a lot of the touch-control disasters we test never even attempt something this specific. But a good control scheme wrapped around a very short, visually sparse walk isn't quite enough to clear the bar for a general recommendation. Worth a look for anyone curious how old js13k games handled multi-touch; not the game we'd unprompted-send to a friend.

Pros and cons

Pros

  • The two-finger-to-fight gesture is genuinely well-built for touch, not a keyboard control awkwardly ported over
  • Confirmed via direct testing that both movement (one-finger drag) and fighting (simultaneous two-finger touch) register correctly and affect real game state
  • Zero page errors and zero failed requests on phone or desktop
  • Public domain (Unlicense), self-contained, no build step, no dependencies

Cons

  • The actual playable dungeon renders as a small pixel diorama surrounded by a large decorative but non-interactive backdrop, on both phone and desktop — everything you can touch or see clearly is confined to a modest strip of the screen
  • Very short even by js13k standards — a single reversed corridor-crawl with no distinct rooms, bosses, or milestones beyond "keep walking and fighting whatever's in the way"
  • Console throws repeated "Unable to preventDefault inside passive event listener" warnings on every touch (benign in our testing, but a sign the input code predates modern touch-event handling)

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6.5 / 10
  • Visuals 6 / 10
  • Value 6 / 10
  • Originality 7 / 10
  • Replayability 5.5 / 10
  • Controls 8 / 10