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Reach the Horizon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #10 | 3.890 | 3.890 |
Interpretation of the secondary theme | #10 | 4.069 | 4.069 |
Gameplay | #12 | 3.724 | 3.724 |
Graphics | #17 | 4.138 | 4.138 |
Soundtrack/SFX | #18 | 3.655 | 3.655 |
Gameboy Soul | #27 | 3.862 | 3.862 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very cool! There was a nice sense of exploration and discovery in just feeling out the world, with what kind of challenges were out there and what you had to tackle them. And the world and the crafting system were really impressive for the short timeframe.
The only big feedback I can think of would be QoL things, like being able to check what plants you're carrying while out on the field.
I agree. There were plans to add the current inventory to the pause screen (below the map), it was just copying elements from other screens, but I wasn't able to add it in time.
Thank you so much for the kind words and for the feedback!
Maan mann I am amazed! Good job really, I like this game the most so far! You know what you are doing. Little story at the start, nice touch with the boat on horizon and name of the game! I understood what needs to be done right from start. Maybe you could add little time window when going to next room because couple of time rock fell on top of me just when I entered the room. And your player isn't always on top of boulders and some other objects in game( in godot there is just an parameter witch defines which object is drawn first I dont know in which engine you work but I assume it's just a minor bug). Keep up the good work! I will follow you and try out your other games! Once again well done!
I'm using Unity, and sprite renderers do have that parameter too (I just forgot to make the number in the player sprite a lot bigger). And yeah, room transitions need a bit of a pause, adding that tp the post-jam list.
Thank you so much for the follow! A good chunk of my other games are also jam games, so they're pretty short.
Thanks for the feedback!!
Everything from sound effects, pause menu, graphics, gameplay is absolutely lovely. The idea is original, commands feel natural, it's easy to play and make you want to play it more. Changing palettes is a big plus. I found just one little bug where player isn't visible sometimes when is too close to some stones. It's not a big deal really, I enjoyed it so much despite that.
Thank you so much for the kind words. I spent an entire day figuring out how to streamline the gameplay, so it's not cumbersome for the player and a nightmare to code for a jam. The crafting might be a bit limiting and simplistic, but I was able to keep the environment tight and connected to compensate.
I'll fix all those details eventually, thank you again for playing!
great a crafting game! it would be very interesting to bring a game like this to the gameboy!
One of these days I'll give GBStudio a try, I'm tempted to port some of my work to the real thing.
Anyways, thanks for playing!
great game, great polish
Thank you for playing!
Amazing game, congrats on the intricate crafting system! Well done!
Thank you so much!
I gave this game the first try a few days ago and it was good. I think it has a lot of Gameboy soul in it. Nice palette switching, good music.
I also loved the mechanic of combining items.
Really polished game :)
Thank you! The crafting mechanic was something I had never done before, and it took quite some time to get it right.
Thanks again for playing!
Nice game! Made me feel very accomplished whenever I made something new. There was one point where it stopped letting me make anything and I had to refresh, but luckily it was a lot faster the second time.
Oh, I hope I can repro that crafting issue, so I can fix it in a post-jam patch.
I'm glad you tried again, thank you!
Really neat game. Loved the graphics, the music tend to be a bit repetitive once you've played 5+ minutes and the base movement speed is a tad slow for my taste. I also saw a couple of issues with layering where big rocks and stuff got rendered above the player when they should've been under.
Had a blast playing the entire thing, though. Great work!
As always, I left music and sound for last, I should've tackled that sooner.
I'll be patching the game up post-jam, there's plenty of little details (like that layering) to be fixed.
Thank you for the feedback!
I enjoyed the game a lot. It is true player movement could´ve been faster, but wasn´t a big issue for me. Enjoyed the exploration, and I think the crafting sistem with skill unlucking was very interesting. :) Liked the music too. Cheers!
Thank you so much for playing, and for the kind words!
I'm very impressed with this entry! Getting these systems in place in the time given must have been a feat! I personally didn't mind the slower walking speed, but can see how some others might. I had a lot of fun just exploring and finding new things, so great work and thanks for making this!
I seriously overestimated how time consuming it would be to make an inventory/crafting system from scratch for the first time. Took about 70% of the dev time. I'm totally making a Flappy Bird clone for the next GBJam.
Thank you for the kind words!
Very nice gob, the player movment was a little bit to slow for me but maybe is just me that I am very impatient
There's a speed up effect you can apply right away, but apparently it's not as easy to discover as I expected.
Thank you for playing!
Oh, I got the idea of the game. But thought it was quite tiring to play. It would have been better if we could collect things. And we can only be used when necessary.
But it's a good idea. and it makes it look Easy to understand the puzzle, great.
Thanks! The original idea was to have a separate inventory for potions, that you could use in specific places. But I had to simplify the system for the jam. This way it's easier to understand, but there's a bit more walking involved.
Thank you for playing!
Really fun, really pretty, really good mechanic! I liked being able to swap the palettes mid-game.
Thank you for playing!
Excellent game. Love the presentation and it is very fun to find and mix the new ingredients as well as figure out the solutions to the various environmental puzzles.
Thanks!
I had to focus on the environment, cause one of the first features I removed from the original plan was a combat system. Too deep of a rabbit hole to get into during a jam.
Thanks again for playing!
Oh wow I hadn't even considered combat since the environment works so well, but that could add a whole new layer of depth to it. Definitely understandable that you decided to cut it though.
Well done! You're game feels like a slowed down version of a metroidvania. Very satisfying to progress through the game.
I feel like with polishing up this would be a great game for mobile.
One of the inspirations for this game was Miasmata, a survival game where you must research plants to find the cure for your disease. You have to be careful when moving around in that game, but when you start recovering, it becomes quite enjoyable.
I wanted to achieve something similar here, as in you start slow, and as you recover you can move around much more efficiently, and to more places.
Thanks for the kind words!
I spent so long forgetting where the mushroom was, while I had one in my pack the whole time. I knew I just needed dash. After that it was fine, haha. But in total the game took me 20 mins! I missed 3 recipes which I suppose I was meant to just mix random things together to find? I just found it a little long to keep going out and gathering.
I like a lot about this game. And you have a palette selector, that's neat!
Great job!
Yeah, some recipes are unlocked by trial and error. There were a lot more combinations planned, so you'd almost always get results when experimenting. Also, the flowers you need for the Haste effect are close to the base, that makes ingredient gathering a lot faster, especially when the shortcuts are unlocked.
Thank you for playing!
A bit of fun! It was surprisingly satisfying to adjust to the small world and memorise the locations of all the crafting materials, and the little dash puzzles were enjoyable as well. I did think it was a bit disappointing that some of the recipes crafted the same item, for instance at one point I thought I was finding a new recipe but it turned out to just be slip, which I already had. But aside from that finding new recipes is exciting. This was certainly an enjoyable 20min of my life.
Already starting with a couple of recipes unlocked is a last minute bug I missed (that's why they repeat). Coming up with different fun effects to have more recipes was quite a challenge during a jam, a lot of them didn't make the cut. But I'm glad the ones that made it are enough incentive to explore.
Thank you for playing!
very nice. the holes in the cave are a bit frustrating :-)
Yeah, my first player sprite was a lot smaller, with smaller collisions. The final one is a bit wider, and holes and water do trigger a bit early in some places.
Thanks for playing!
Loved the setting of the game
Thank you for playing!