Play Experience
Sparrowcatcher's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Secondary Theme Interpretation | #76 | 3.004 | 3.385 |
| Soundtrack/SFX | #118 | 2.321 | 2.615 |
| Overall | #119 | 2.629 | 2.962 |
| Quirkiness | #122 | 2.663 | 3.000 |
| Gameplay | #125 | 2.321 | 2.615 |
| Graphics | #129 | 2.731 | 3.077 |
| Gameboy Soul | #131 | 2.731 | 3.077 |
Ranked from 13 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?
Everytime you attack you dont know if your gun will actually fire, and the less sure you are that itll fire the more damage youll end up doing.
Leave a comment
Log in with itch.io to leave a comment.





Comments
I have some issues with the game (it eventually ended with me falling forever), but I think it was a perfect interpretation of the theme! Turkish ammo for the win!
Game broke for me multiple times, also hitting enter by mistake restarts the whole game, i like the concept and the gameplay was fun!
The game implements the theme really well, a nice jump and run!
The attack randomly working felt more frustrating than fun the way it was implemented. The way it just let you spam attacks until an attack worked just made it button-mashy, but in a bad way. I will admit bad luck is hard to make into a fun game mechanic, leading to pitfalls like the one you stumbled into here.
The final boss I think attacked me at the platform once? but otherwise stood there and took attacks from me.
I spotted the aspect ratio problems you mentioned on your page, as well as the white of your graphics not matching the white text of your HUD and the out-of-scene black being deeper than the darkest tone of the spritework, making for 6 colors on-screen at some points.
Regardless, it's more complete than what my team managed to submit, so that counts for something.
The attack only working randomly and giving bonus damage is an interesting take. It kind of just turns into spamming the attack button and the bullet comes out eventually right now so it would be interesting to see some way forcing the player to risk their luck each time they attack rather than just letting them constantly try again.
Some of the sprite work was pretty good and it also controlled well so good job overall.
I kind of tried something along the lines of this where you could hit shift or tab to respin and try to get a better position but it either leads to never getting an attack or just mashing the attack and respin which was kind of annoying
I really like the world you have created with these cards as platforms. I hope you can implement your plans with an updated version.