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A Missed Fortune - Demo Version's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Secondary Theme Interpretation | #114 | 2.500 | 2.714 |
| Gameboy Soul | #124 | 2.895 | 3.143 |
| Soundtrack/SFX | #127 | 2.171 | 2.357 |
| Gameplay | #137 | 2.040 | 2.214 |
| Quirkiness | #140 | 2.369 | 2.571 |
| Overall | #142 | 2.325 | 2.524 |
| Graphics | #157 | 1.974 | 2.143 |
Ranked from 14 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?
Aside from the ongoing misfortune the protagonist experiences, various rooms in the dungeon phase of the game will reward or punish the player through coin flips and dice rolls, the outcomes providing either a few arrows for the players extremely limited stockpile, or additional challenges in the rooms to come.
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Comments
Intriguing premise. A fortune of wealth being the primary player resource is an interesting twist on the adventurous happenings! That said, the implementation of the mechanics and art is quite rough, and playing was somewhat unpleasant at times. My favorite part of the game was the soundtrack; the outside has a tragic dread to it, while the interior is creepy and unsettling!
All-in-all, good work! Congratulations on the submission!
It felt like two project mashed into one. I would have probably made the side scroller a little shorter because it felt more like an interactive cutscene and the build up to the top down part.
A nice start, I’m curious to see what more you’ll make of the game.
I was stuck in the platform section on a rope then I saw in the comments there were some die throwing and so I retried
the top down is definitely the most interesting part! I wondered why the coin flip with the gates then I understood after a while. unfortunately I couldn’t finish the game, because I got glitched - all keys would throw arrows for some reasons - and I didn’t have the courage to redo again everything
good job nonetheless!
So many ideas in here! I think the top down section was my favorite part of the game, but the effect of my actions wasn't always clear to me while I was navigating the dungeon and I _really_ struggled with those pits in the dark rooms. I think you've got something special here, but it might be worth focusing on fewer mechanics (e.g. pick one of the coin flips, dice rolls, etc.) so that you can really make those shine. Thanks for making and sharing your game!
Cool game and I liked the buildup to the top down section! It was fun to explore the dungeon!
I encountered a game breaking bug rather fast. After what I only realized a bit later was me falling down with a broken ladder, I went the wrong way first and the ended up reloading the room again and again when I moved over a certain spot, forcing me to reload the page.
I don't think the color palette was a good choice, especially for the outside climbing part where the background has the same color as the character outlines.
I think there's potential, but the major bugs and colors should be addressed. I think it would make the game way more appealing with little work.
I like the option to let me jump down without getting the rope. I was getting waterworld vibes at the start. Very ambitious project for a short time. I'd be interested to see what this will turn into. Keep up the good work
reminds me of snake eater a bit the way the music comes on during the long ladder climbs haha
I like the atmosphere that gets established during the opening scaling of the building a lot.
I’m not going to lie - that was a direct homage. Once I decided on that section of the opening, I knew I had to try to riff on the Snake Eater ladder.
The top down sections are fun, I enjoyed exploring the rooms. I was unable to get farther than a dark room that kept resetting me to the beginning. I am guessing I was supposed to find a light source or something?
Other than the slowdowns and a few unexpected bugs that set me back to the beginning of the game it was fun!
Thanks for playing, and I’m glad you enjoyed it.
For everyone’s sake, I want to point out that the dark room are the result of the coin flips in the long connecting halls.