Play game
Agros's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #43 | 4.556 | 4.556 |
Overall | #274 | 3.426 | 3.426 |
Originality | #287 | 3.500 | 3.500 |
Gameplay | #623 | 2.222 | 2.222 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
It was a new experience and challenge for me. My first game made in godot AND done without visual scripting.
Leave a comment
Log in with itch.io to leave a comment.
Comments
love the art style and aesthetics
Ahh this is great, absolutely keep working on it, with a few more things to do, a bit more interaction in the battling minigame it could be a really good spin on creature ranchers!
I really love the art and idea, nice job
The art style in this is fantastic, it really calls to the gameboy color obsession I have, I enjoyed the fishing game, and was wondering about the battle segment, but overall, the game was effective in conveying the feeling and the music was on point!
I saw your game on Progz's stream and just had to try for myself.
The gameboy aesthetic is fully realized and the game border is a nice touch for extra immersion. I enjoyed the switch between both game modes, but I do wish the battling was a little more active or a bit faster however. Story was also very nice, good job!
I enjoyed this specific shade of "the traditional hero is not really a hero", its inherently critical analysis. I love the characterization of our goblin hero, as well as Agros. I liked the pacing of the story elements between action. and god I do love me some regicide.
The art style really does give it a times-are-a-changing feel which sell the story line really well.
The auto-battler was pretty drawn out, just sitting there (sometimes for two phases) watching a thing tick down. and yeah, Fishing, should be option 1 instead of fighting I believe.
Either way, congrats on getting a project out with code!
I think you tacked the visual aspect. Details like drawing the valley puts the player in context without noticing, and it is a good starting point for a platform such as a Game Boy, which nature didn't allow it to render very complex graphics.
The idea pretty clear, although I would have places the FISH button before the FIGHT button. As we usually read from left to right, users will be prone to hit the left button first. As it is to the interest of the player that Agros is as strong as possible, having a tendency to train it first instead of throwing it against the enemies seems coherent.
It took me a while to get the fishing mechanic. I though it was about luck, like a casino game. It would be better to change the way the player fishes to a more dynamic, visual output. Maybe one of those bars with a moving marker, which compel you to press the button when they are at a given stage of the line. Something like this, being << the moving marker:
[:::::::::::[HIT HERE]::::::::::::::::::::::<<::::::::::::]
While fighting, you would copy Pokemon and give some input about the result of the attacks. So if an attack fails, make the "You fail" redundant. When you hit, it could say how much damage you made. So the player has an idea of what is going on under the hood ;)
Cute and wholesome little game, love the characters, like the story
I personally don't like auto battles, and would like if it had more gameplay or if it went full visual novel
Nice art style and retro look to the game.
Did the fishing game, but wasn't sure what to do for the fighting one...
Great job :)
Fighting portion is a sort of auto-battler until either Agros or an enemy runs out of HP.
Ah, I see... thanks for explaining :) Great stuff...
This game was really cute. The artstyle was well defined and the premise, though quite simple, was unique and backed up by a nice narrative.