I’m getting an error (“Indirect call to null”) when trying to load it, I notice it’s a recurring issue I’m having with many Godot games.
Got a Windows build?
Criteria | Rank | Score* | Raw Score |
Fun | #60 | 3.538 | 3.538 |
Overall | #117 | 3.135 | 3.135 |
Gameboy-ness | #135 | 3.385 | 3.385 |
Graphics | #138 | 3.154 | 3.154 |
Audio | #145 | 2.462 | 2.462 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
I’m getting an error (“Indirect call to null”) when trying to load it, I notice it’s a recurring issue I’m having with many Godot games.
Got a Windows build?
I’m using Firefox, but I thiink the issue is more to do with my overzealous content blocking settings than the browser, haha.
So, pretty interesting concept, I think it could do with some additions to give you extra things to do during a wave (some examples: having some specific enemy types that prioritise going for you; assigning an input to calling for help, temporarily changing the AI of your closest partner to target whatever’s targeting you; in addition to healing, you can also apply buffs to teammates/debuffs to enemies).
Some nice sfx, but would’ve been nice to have some music, but I can understand that being tricky given the time limits. I liked the spritework, although, have to be careful with the way you handle the resolution, there was a lot of subpixel rendering/movement.
Overall, a nice concept
Thanks for the detailed review, I appreciate that!
Yes, I had most of the things in mind as well. I wanted to track enemies that are close to the player and give the characters an option to target those. Also I thought about buffs, depending on the staff you are using. But I didn't work on it in the time. There's surely a huge amount of stuff that could be added within such a RPG system - I actually consider to make this into a larger game at some point. :)
For music I also didn't have the time. I wanted more SFX, footsteps for example could have given it a better feel to walk.
And yes, unfortunately it doesn't look very Gameboy-ish, I expect to get a bad result in this category. I just wasn't too sure how to do it, I guess having everything as sprite animations would have made it alot better. I keep that in mind for GBjam9 :)
Thank you!
Such an interesting spin and impressive how much you've put into the game :) Congrats!
Love the concept! Would have loved to have more control over where I shoot, as I could only shoot left and right which made positioning a bit awkward. I do love the concept and when the amount of enemies increased it got really fun. Great job!
I agree, also I should have made a special hitbox for the heals, so that they hit the characters more easily, it's also awkward to hit them from the side sometimes. Also, I wanted to give the player (and the other characters) more and special abilities to use as well, so that you had something for every situation. In the end, I couldn't do it in time. Thanks for your feedback!
Really fun concept and pretty in-depth with all the choices you have! nice job.
Wish there was some music or other audio in the game.
I agree, I didn't have enough time to make or find fitting music. I had some, but wasn't sure about the license or rather we could use music that we didn't make for the jam.
I do have some sound effects in the game though, were they maybe too silent? I would have liked to add more nonetheless. Especially a footstep sound could have worked nicely here I think.
Thanks alot for your feedback! :)
I like the concept of the game. You don't play the combattant, but the support, and it's very interresting. Great job!
I like that the player takes the role of a healer, rather than a direct combatant. Would love to see the idea developed beyond the boundaries imposed by the jam!
This game was a lot of fun! It was very elaborate for such a short gamejam. The player controls a wizards and helps their party battle throw waves of enemies. It was a bit overwhelming at first, but once I figured out the equipment and weapons, I had a lot of fun. My warrior kept dying after a few waves, but overall I enjoyed it.
One small piece of criticism: the graphics are gameboy-inspired, but a lot of the objects move off of the pixel-grid. Your staff, for example, moves at diagonals that wouldn't be possible on a real gameboy. I think the visuals would look better if things stayed on the pixel-grid.
Still, this is a lot of fun. It's a complex game with lots of RPG features and I think there's room to expand. I like the idea of a RPG-Tower Defense game.
I totally have to agree! I didn't quite know what the gameboy could do and what not. While rotating sprites felt wrong, I thought the positional animation looked okay-ish. But I tried to avoid both in the game, ironically except for the main characters where at one point I just accepted that I wouldn't change it anymore. If I was to do the game again for this Jam, I'd certainly made the characters a regular animated sprite. That may have looked and also worked better in many regards.
Thank you so much for your nice feedback! I really appreciate it alot, besides my day job I barely did anything else but making the game this past week. So it's nice to hear you had fun with it!
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