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Plant of DOOM's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameboy Soul | #36 | 3.656 | 3.818 |
Graphics | #68 | 3.220 | 3.364 |
Overall | #78 | 2.872 | 3.000 |
Soundtrack/SFX | #84 | 2.524 | 2.636 |
Gameplay | #89 | 2.524 | 2.636 |
Interpretation of the secondary theme | #108 | 2.437 | 2.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I liked how you mixed different games (the maze and the action part) in one game and the story of the game, The intro was a bit longer than expected. The fights were harder than expected, the skeleton jumped over me from the distance, completely unexpected and felt like it was cheating xD, but I managed to kill it. The game has a good gameboy soul.
A very interesting idea. The viewport feels claustrophobic, primarily due to unused space all around it I think. The clean visuals of the dungeon itself help but don't entirely offset the issue.
Definitely some bugs here and there with the combat (Saw a skeleton attacking a wall for about 30 seconds straight), but it has potential. Some cleanup and maybe deal with all the unused space when exploring the dungeon and it could be a nice little demo :)
The combination of dungeon crawler + action game works really well.
If you ever continue working on this game I would suggest to make the main view of the game cover the whole screen. There is a lot unused space on the screen when traversing the level.
You should 1000% percent make a full game!
The story, layout and idea felt original and fresh. I particularly loved the fade-out transitions and UI - which really felt like a Gameboy!
On the critique side, I felt like the combat was a little out of place and clunky, and the view of the room was too small.
Cool game and awesome art!