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Canary Drill's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #321 | 2.117 | 2.444 |
Gameboy Soul | #341 | 2.406 | 2.778 |
Soundtrack/SFX | #365 | 0.962 | 1.111 |
Graphics | #367 | 1.925 | 2.222 |
Overall | #372 | 1.809 | 2.089 |
Interpretation of the Secondary Theme | #379 | 1.636 | 1.889 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme?
The idea spawned from Dig Dug. I wanted it to be about digging tunnels to try and trap the vengeful skeleton miners chasing you, puzzle style (spooky puzzles). It's more of a ghost of an idea though. But I did my best (I'm proud of myself for making something)! It follows all 6 rules too~
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Comments
I think this has potential, dealing with enemies that move based on your movement is very interesting. Nice!
I found it interesting that the two enemies moved based on your movement (one with your move, one against). Not sure if that was intended, but I could see that lending toward puzzle-like levels if they didn't move when you collide with a wall.
Not sure if that's a direction you would've taken it, but it's the direction that caught my attention.
What you've got seems structurally sound, so there's several directions this could go IMO.
It was intended, yeah. The goal was to use the movement mirroring to guide the enemies into tunnels you've made.
Well, the idea is certainly there. It has the potential to become something greater than it is. All it needs is more time in the oven. Perhaps you can take what you learned from this experience and apply it to your future games. :)
I really see the Dig Dug inspiration, you have the start of something nice. I don't really know how to rate this, but I hope you continue making games with the lessons you learned from this one!