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A jam submission

Nana's trailView game page

An epic top-down adventure for a pumpkin spice latte!
Submitted by cacotzatziki — 1 day, 2 hours before the deadline
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Nana's trail's itch.io page

Results

CriteriaRankScore*Raw Score
Overall: Is the game objectively good?#722.3662.556
Fun: Is the game enjoyable or satisfying to play?#732.2632.444
Creativity: Does the game include something unexpected or interesting?#831.9552.111
Cozy: Does the game you feel cozy?#862.0572.222
Theme: Does this game represent the theme well?#862.2632.444
Aesthetics: Does this game have aesthetically pleasing artwork or polish?#902.0572.222

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Resources & Tutorials (optional)
Pico-8

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Comments

Submitted

It's a very cute game! Great job on mastering SDL2! The art was impressive, and the story was enjoyable. I agree with the other commenters about the collider slides — that could be enhanced. Keep it up!

Developer

Thank you very much for your [perhaps too] kind words and your feedback. I'm glad you liked my little adventure game.  
I'm puzzled: you're the second reviewer that comments about using SDL2, but my game has been made with Pico-8. Is there anywhere some clue that points to SDL2? Perhaps is Pico-8 itself built on top of SDL2.

Submitted

I like the simple and bright artstyle. I did enjoy the item finding aspect, and the inclusion of clues and unique places of interest helps in finding these items. However, I had to resort button mashing in order to find the exact location. A potential improvement could be to include scenery laid out such that it gives an "x marks the spot" visual cue. I do like the layout of the village having unique points of interest.

A short top-down quest for a tasty beverage.

Developer(+1)

Thanks for the feedback! 

I thought about giving a little visual cue about the location of the ingredients but I was afraid it wouldn't be too much in plain sight. I had many ideas like making the buildings explorable and having the possibility to buy one of the ingredients at a shop for an exorbitant price in exchange of little treasures scattered around the village or completing little quests but time didn't allowed it. I would have needed at least other 3 days to implement it.

I'm glad you enjoy it! 

Submitted

Hey, you did great! I know SDL2 can be tough, but you nailed it! I'm with the commentators below about the collider slides. The art is pretty good, the story is fun! Keep up the good work, you got this!

Developer(+1)

Thanks! I'm happy you liked it. I made the game with Pico-8 to be precise. 

Thanks for reinforcing the feedback about the colliders. Definitely something I have to get right next time :)

Submitted(+1)

[One opening tip to future players: to speak with characters, you need to be simultaneously pushing into the character with a direction key and pressing X.]

Nice job with this game! I played through to the end and enjoyed it.   In a lot of games, the text ends up being a bit of chore.  Here, the various dialects (and the neighborhood where people spoke...Dutch?), the heroic epic poetry style elsewhere, etc. made the text fun and funny -- that was my favorite part and I looked forward to it.   The game style took me back to NES Legend of Zelda type games, and the pumpkin spice latte quest added autumn feels (even if the Pico-8 palette makes autumn colors tough!).  Some feedback I hope is helpful: I thought the movement would be improved by decreasing the friction on colliders so that the character can "slide" along walls.  It would make movement smoother/easier, and it would avoid the issue I noticed here where passing through a one-tile-wide opening is really hard because the player sticks on the walls. 

Nice work!

Developer

Thank you very much for taking the time to  play through the end  and for your kind words.

I'm very glad you enjoy it! I definitely took free inspiration from the NES/Gameboy Zeldas. I'm also happy you enjoyed the dialogues and the narrative style. As for the movements, you're totally right. Letting the character slide against the walls while moving diagonally would make the controls feel nicer and would solve the problem about passing through a one-tile wide opening hard. As this is my second game (the first one is not complete yet and is a totally different genre) and I'm very beginner in game making while also not using any tutorial (I like learning the hard way) I didn't figure out yet how to do it properly, but it's certainly an actionable improvement point for this and any subsequent game! In this one my best tool has been to avoid as much as possible to use one tile-wide openings.

Thank you very much for your detailed feedback and I'm truly humbled by your nice review!