Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Crazy CloverView game page

Bruno's lucky clover shields him from pies, but each clover he pulls makes more pies rain down!
Submitted by drewdoesdev — 47 minutes, 52 seconds before the deadline
Add to collection

Play game

Crazy Clover's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#892.7332.867
Gameboy Soul#973.3053.467
Secondary Theme Interpretation#982.7332.867
Soundtrack/SFX#1082.5432.667
Overall#1092.7762.911
Quirkiness#1102.8603.000
Graphics#1412.4792.600

Ranked from 15 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?
Bruno's lucky clover protects him from getting pelted with pies! However, the more clovers that Bruno pulls from his clover, the unluckier he is, and the more pies fall from the sky!

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

The art style is very true to the original Game Boy, and the gameplay, while seemingly simple, is very addictive. Great job!

Developer

Thanks!  To tell you the truth I took major inspiration from the sprite work on Donkey Kong 94.

Submitted(+1)

Also found the optimal camping spots on the edges, and survived the time limit, only to find the pies stop.

The text font was more blocky than necessary, and I felt it made it hard to read.

Otherwise, this had the type of simplistic, self-explanatory feel of a lot of the lighter GameBoy fare (more in common with Yoshi's Cookie than, say, Legend of Zelda).
Developer

Good feedback!  Thanks for playing.  Definitely agree about the font, wouldn’t use it again.  

Submitted
Final Score: 2052

Neat prototype! I like the avalanche of pies after all the leaves have been pulled.

Congratulations on the submission!

Developer(+1)

Thanks for playing!  I think I could had tweaked the valence a bit, but I did want it to be very challenging at clover 0 to incentivize a gradual decrease instead of pulling everything from the start.  

Submitted

The art style of this game gave me real Game Boy vibes. The game mechanics were simple and self-explanatory (which I think is the perfect approach for a game jam), and the theme was met. Very nice game! I enjoyed the rounds I played :) Thank you very much!

Developer

Thanks!  For the style I can take too much credit, I took a lot of inspiration from Donkey Kong 94 (one of my first ever video games).  😅

Submitted(+1)

A nice little game. On the far right edge there’s a very safe spot where a piece only rarely reaches, and after the first 60 seconds nothing comes anymore. A good start.

Developer

Thanks for playing!   I noticed that as well playtesting it.  If i’de had more time I might had randomly made a pie target the player’s current position 

Submitted(+1)

Good concept! The relationship between sacrificing the possibility of survival to earn more points is well crafted, making it appealing to all types of players. It’s well executed with just a few buttons.

Developer(+1)

Thanks for playing!   Glad you enjoyed it :)

Submitted

The adaptive difficulty is interesting, you're giving the player a lot of choice with just a button.

It'd be awesome if the effect of the leaves pulling would be shown somewhere, besides the barrage of pies coming my way. 
Good stuff!

Developer

Thanks for the feedback!   Leaf pulling animation was on the list of things but sadly I ran out of time (plus pixel art isn't my forte). 

Submitted(+1)

Fun little experience and once I figured out the significance of pulling the leaves it got a lot more interesting.

I was a little confused from the description at first, thinking that the goal was to use the "Pull Leaf" input as little as possible to maximize my score, but once I tried doing it things made more sense. 

The setup of allowing the player to designate when to up their difficulty is really cool, but I'm curious if you had tried using something like an item pickup for the difficulty ramp so that players were forced to move around to get the max score or forced to be "unlucky" because the pickup spawned in the middle of the screen and they couldn't avoid getting it while dodging the current pies?

Developer(+1)

Thanks for playing and for the kind words! Yeah, I definitely feel like there could be a better way to communicate the clover mechanic to the player. I would have loved to add a short animation illustrating the effects and include more sprite animations around the "pull" action, but I was pressed for time and pixel art is my weakest area at the moment.

The idea of having pickups instead of pulls is something worth exploring. If I went that route, I might iterate on the level design and movement a bit more.