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A jam submission

Back2ForestView game page

Submition for GBJAM 12
Submitted by Picarune — 55 minutes, 55 seconds before the deadline
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Back2Forest's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#3242.0412.500
Graphics#3622.0412.500
Gameboy Soul#3632.0412.500
Soundtrack/SFX#3730.9191.125
Overall#3751.7552.150
Interpretation of the Secondary Theme#3771.7352.125

Ranked from 8 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 game uses specified Screen Resolution, Palette and Controls. Does not use AI and was made from scratch during the 12th GBJam

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Comments

Submitted

Controls and animations are a bit lacking, i like that the game is both a platformer and a topdown puzzle game!
overall nice project!
we would be happy if you can try our game down below!

Submitted

Controls are very slippery, making it difficult to platform.
I couldn't make it off the first screen, so it's hard to tell things like spookiness. And hard to have much opinion on things outside the platforming controls at the start. I think there's potential here with tighter controls and (as datagoblin mentioned) input buffering and coyote time.

Submitted

This was an interesting entry. I like the variation between platforming and top-down roguelike-ish movement.

I feel like the movement could be improved a lot by using a few game feel tricks like "coyote-time" for the platforming section and "input buffering" for both sections. I would also consider cutting the wait the for off-screen enemies in the top-down section, because that can feel a little unintuitive too.

The rolling rock puzzles are nice, and it feels like there's a lot of space to explorer interesting mechanics there.

There's definitely room to improve, but I appreciate the creativity and variety on display, especially in solo jam project. Keep it up!

Submitted (1 edit)

I didn't get that far into the game, so I might be missing some things but here is what I think of the game. The first thing I immediately noticed was that the movement of the character in the first screen is way too fast and erratic but becomes much better when the movement type changes. Going into the second screen the pixel art style completely changes, which feels a bit weird. some things starting from the second screen are a bit hard to make out, and I have no idea what the enemies are supposed to be.  I really did enjoy the rock pushing puzzles starting from the second room though, the fact that the enemies move only when you do helps the puzzle be better too. Overall I liked the puzzles, but I feel like the secondary theme wasn't represented much at all.