Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Corrupted SignalView game page

Gameboy Jam 11 - Space Themed RPG
Submitted by lyghtkruz, Ferus Lem, Nova Noodle, Lolo (@LMGLolo), mprc, Osmicow — 4 hours, 43 minutes before the deadline
Add to collection

Play game

Corrupted Signal's itch.io page

Results

CriteriaRankScore*Raw Score
Gameboy Soul#24.7274.727
Overall#84.2914.291
Soundtrack/SFX#114.2734.273
Graphics#114.5914.591
Interpretation of the Secondary Theme#394.2734.273
Gameplay#833.5913.591

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game match the theme?
We defined 'Space' as outer space. Our MC(s) are astronauts visiting a nearby planet fighting alien monsters

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+2)

such a charming game, I really liked the enemy designs

Developer

Thanks for playing!

Submitted(+1)

This is really well done, the sprites are amazing!! Nice atmosphere, love the fights, which make enemy encounters less annoying than they can be in a random encounter system, and the whole game is nicely polished.

Developer

Thanks for playing our game. I'm glad you enjoyed it.

Submitted(+1)

really cute! the slow, staggered text is such a cute touch. 

Developer

Thanks! Glad you liked it.

Submitted

Such a good game! It was a very polished experience, and really reminded me of playing pokemon when I was younger. The artwork and sounds are very authentic and the color palette was also very pleasing to look at. The only thing I didn't quite like was the movement, but that doesn't really matter, because the nice environment and feedback loop totally make up for it. Nice job!

Submitted(+1)

Such a good game! It was a very polished experience, and really reminded me of playing pokemon when I was younger. The artwork and sounds are very authentic and the color palette was also very pleasing to look at. The only thing I didn't quite like was the movement, but that doesn't really matter, because the nice environment and feedback loop totally make up for it. Nice job!

Developer(+1)

Thank you! I appreciate you trying out our game.

Submitted(+1)

That was fun! The art and soundtrack are quite polished. The monster designs were very cool!

The keyboard control scheme was a bit strange.

I liked the big attack ability; it was fun to one-turn a few two-monster battles at the cost of some MP.

Great work!

Developer(+1)

Thank you for playing!  The originally planned on allowing players to set up their own keybindings, but I ran out of time for that.  There is partial controller support.  I tested it with my controller, but I realized too late that the movement didn't work if you held down a direction on the controller.  I use WASD, so I find it weird to try to play the games with the arrows on my left hand and have my hands crisscrossed on my keyboard.

Submitted(+2)

Wonderful game that feels very complete. Though the monsters behave very similarly, there is a large variety of them, keeping me hooked throughout. The difficulty is also perfect for a game jam, with frequent level ups. The cool final boss seals up the game nicely. Having a working setting menu is just another sign of polish.

Other than the odd screen size, one tiny pain point would be the inability to cancel my attack once it is selected. If I am to nitpick, player movement can be made smoother when holding down a directional key.

Still a very well made game. Great job!

Developer(+1)

Thank you for playing!  Yeah, the directional thing was a PAIN for me too.  I thought I would clean it up "later" and then I never got a chance to do it.  That actually made it so that we ended up with broken controller support.  The cancel attack thing, we realized the night we were submitting the game, and didn't want to risk breaking things so we left it alone. 

Submitted(+1)

Really beautiful game. Each enemy type looks unique and distinctive, and the little cutscene at the beginning really looks just like the cutscene from a (good) Gameboy game. Sound effects are good, too.

The combat system seems to work flawlessly, but, as others have noted, it doesn't seem to have much depth--there is no need to switch up strategies, pressing "Attack" will defeat all enemies. 

Additionally, I'm not crazy about Final Fantasy-style random encounters--I prefer to see the enemies coming, so I can at least make an effort to avoid them.

Developer(+1)

Thanks for playing!  Our artists actually worked on some overworld mobs to wander the map.  I didn't have a chance to implement them.  There were going to be some that you couldn't escape.  Similar to the trainers that force you to fight them in Pokémon that you can't avoid. 

Submitted(+1)

This was a cool game with a lot of visual polish and charm associated with it. Movement was a bit sluggish and combat is repetitive (I could mash attack and win all the fights) but the overall experience is quite immersive. I ask that the artists especially give themselves a pat on the back for this one.

Developer

thank you !

Developer

Thanks for playing!  We had a variety of skills/items planned for the game, but didn't have the time to implement them.  Appreciate the feedback. :) 

Submitted(+1)

Woah really cool game. I enjoyed this a lot. The animations when you get attacked in combat were a nice addition. I also really liked the music, the overall tone of the game felt fairly consistent. 

Some critiques I have are when you decide to attack, there is no way to cancel. Pressing 'B' I think should send you back in any of those menus, instead of hitting a cancel button. Also, I feel like the controls were a little funky. I think I prefer A on the left and B on the right despite the Gameboy and other Nintendo consoles doing the opposite.  

I thought it was interesting how you switch palettes throughout the game, and I think they were well chosen colors. Also I liked the characters and the cute dog. The special ability "Big Att" made me chuckle. Good job!

Developer(+1)

Thank you for playing!  We did realize you couldn't back out of the attack before the deadline but didn't think we'd have the time to fix it and test it properly.  I played a lot of FFVII growing up and confirm is always on the right and cancel is on the bottom, so it felt natural to me, but I understand about the  B and A buttons being backwards for some people.  If we had enough time I would have put in the ability to change the button mapping. 

Submitted(+1)

I very much enjoyed this game, the graphics are beatiful, i liked this dark pallette , SFX are nice and theres a generous amount of enemy variety. The only thing that i would criticize is that the enemies spawn a little too often, but that's my taste i guess. Anyway, yall did a very good job at this game :p

Developer(+1)

thank you. I can agree with you. Enemy spawning is quite unpredictable. By the way, thanks for the criticism.

Developer(+1)

Thanks for playing!  Inside the lab there are some "forced fights."  If you run away from those, they will pop up again within 2 steps because it's trying to force you to fight.  If you beat that fight normally, it won't pop up again.  Random encounters will pop up after a while after.  It's all based on steps.  So if you peek into a room and it doesn't have a forced fight, you can walk for a bit and walk out and back in and repeat the process and never encounter a fight.  Once you've taken X amount of steps it will roll a percentage die and see if you have a random encounter. 

Submitted(+1)

It looks really nice and is a lot of fun to play but I wish there was a bit more strategy to the combat. I also think I could keep running away from enemies with no penalty to that at all? Made my way through a few screens this way, I don't think I would be able to finish the game otherwise!

Developer

Thanks for playing. You actually lose a health point when you run away. you can't die from it, but it does weaken you a bit.

Developer

Thanks for playing!  You have to level up by fighting.  When you level, your health and mana should be refilled.  Once you are level 3, most fights should be significantly easier.  The fights in the lab are more difficult than the ones outside.  The level is capped at 5 so that you can't overpower yourself by leveling outside over and over.   We wanted to add more skills and items/equipment, but with the lack of time we weren't able to add everything we wanted.  

Submitted(+1)

This has really nice art! Nails the classic JRPG feel too

Developer(+1)

Thanks for playing!  We had a more elaborate system in mind with equipment and skills, but we ran out of time to really implement those.  We wanted to try to get that classic RPG vibe :) 

Developer(+1)

Thank you for your feedback !

Submitted(+1)

Really like the story, graphics, musics/sounds and game mecanics. The only observation would be that in some rooms, the monsters appear a little too often and break the "pace" to explore ! (I run away a lot from combat ahah...)

I succed to win the game !

Developer (1 edit)

Thank you for playing!  The fights that continue to happen very quickly are by design.  Those are rooms which have the forced fights.  If they aren't forced you can run away and won't run into combat for some time.  If you level up twice outside before entering the lab, it gets easier.  Max level is 5.  Each level up, you get your health back and there's other bonuses once you've leveled up a couple of times.