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Vampire Luck's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Quirkiness | #34 | 3.693 | 3.750 |
| Secondary Theme Interpretation | #51 | 3.385 | 3.438 |
| Graphics | #58 | 3.816 | 3.875 |
| Overall | #59 | 3.365 | 3.417 |
| Gameboy Soul | #67 | 3.631 | 3.688 |
| Gameplay | #85 | 2.831 | 2.875 |
| Soundtrack/SFX | #91 | 2.831 | 2.875 |
Ranked from 16 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?
It is a turn based game where you always roll the unluckiest outcome.
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Comments
Despite the roughness of the implementation, this is an exceptionally engaging high-concept puzzle game; a Murphy's law spin on pseudo-RNG systems often found in older computer RPGs. I had a lot of fun figuring this one out. Fantastic! Great work!
Thank you! I am really happy to hear you enjoyed it. It also always nice to see someone who enjoyed the game enough to play it to the end. The polish was definitely something I wish I had some more time on, and I am planning on cleaning a few things up after the jam that others had brought up.
This is a really creative take on the theme. The idea of playing around always getting the "unluckiest" outcome is interesting, seeing as it actually makes the game have no luck involved at all lol.
Lol, yea I guess it doesn't.
I’m too dumb, I just don’t understand your game… sorry. But the sound and art style are great.
Honestly, most people seem to not understand it so it’s really on me, but thanks for playing it anyways :)
Good game, I didn't understand how to get to open the door, but the game feels nice to play and it's an interesting take on the theme, good job.
Thanks, the door opens after all other monster were killed (though you wouldn't know that cause i didn't say anywhere in the game, but i am editing the description with it, cause you probably right that it is unclear)
I really enjoyed it!! The art is really pretty and has a beautiful retro effect in it. The music is really nice, as it gives a nice ambience.
Like the others said, maybe I would've liked a little tutorial to be able to understand better what is happenning, but once I got the hang of the game, it was a very fun to play!!!
Thank, and yea the game needed a tutorial, which i should have prioritized over some of the other stuff.
Delightfully weird take on turn-based combat here. The combat screen is a nice throwback to the GB era, though I'm not sure if the layout matches the era as much - not saying this as an overall negative. It's clean and easy to parse the important details, though I had to look over the map screen pretty hard to get to grips with things. Music is nice, though it doesn't sound like a gameboy game so much. Moody and squishy in the right ways though. Very cool, and I would love to know if there's more planned for this.
Thanks, and I felt the same way about the grid/ music just being a bit different than what the GB would do, but I liked the look/ sound of it. I don't really have big plans for it, but there are something things I would have like to have added to make it clearer whats going on and more instructions in the actual game. So maybe a weekend of work after the jam.
confusing gameplay but love the vibe. once you have a tutorial in the description this one would be satisfying to play. very nostalgic and a cool layout.
confusing gameplay but love the vibe. once you have a tutorial in the description this one would be satisfying to play. very nostalgic and a cool layout.
Thanks, and I am 100% adding a description to the game.
Congrats on your submission! I liked the artwork. I was a bit confused on how the gameplay was supposed to work. I thought I had figured it out and I felt like I was pressing buttons randomly after a bit.
Thanks, and yea it seems everyone is confused. I am adding to the description page on how the game decides most things, and I hope that will clear up whats going on.
The art style is really pretty, and it looks like a lot of work as put into the system. On the other hand, I couldn't figure out the game loop at all. I'm aware of the time limitations, but I think this game requires a tutorial - or maybe I'm too dumb for it, haha. Overall, good job!
Thanks, and it does seems to be the consensus that the game is confusing. I am going to edit the description with a bit more info on how the game decides thing which I hope will clear some of it up. Also I am not sure what time limitation you are talking about.
pretty cool design! i think adding cursors to the bottom selection might help the planning part
Yea, I could see that working.
I enjoyed this game! Thought it too me a bit to grasp the gameplay loop, I thought that it played really well into the main theme of the jam. The sprite work on the monsters and theme were on point, I especially enjoyed the vampire sprite which really gave me "Lavender Town" vibes.
I think if you were to keep working on this, adding some kind of visual aid to help the player understand the internal "dice" rolls could be helpful and make the actual "rolling" more satisfying.
Thanks, I spent the majority of the jam on the art (maybe too much). I ran out of time for this, but I did want to have a screen pop up after each turn that explained what happened. And maybe I could add the dice role to that screen.