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A jam submission

Untitled Gnome GameView game page

Save your gnome friends who have been turned to stone in this Portal-like 3D puzzle game!
Submitted by jordansmithsgames — 1 minute, 16 seconds before the deadline
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Untitled Gnome Game's itch.io page

Results

CriteriaRankScore*Raw Score
Theme incorporation - How well did the entry fit the theme.#223.0913.625
Haptics - Did the entry make good use of haptics?#231.5991.875
Audio - Did the entry make good use of audio?#242.5583.000
Overall#242.2562.646
Originality - How original was the entry.#252.6653.125
User experience - How well was the user interaction implemented.#251.8122.125
Fun factor - How much fun was the entry to play.#261.8122.125

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot version used
4.4-beta3

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Comments

Jam HostSubmitted(+1)

Unfortunately I couldn't get it to work - the players starting position seems to be based on the boundary configured in the headset rather than being near the instructions. I tried deleting and recreating my boundary multiple times  - which would cause the game to start me in different positions; but none were close enough to the instructions for me to read them or move on.

Developer

aw man I'm sorry to hear that, I should look into how to make that player position more resistant to that. I think you can reset your origin in your headset and it should place you in the proper place, but all the same we will think on how to improve this.

thank you for playing all the same!

Submitted(+1)

Congrats on learning to use Godot to make an XR game for the jam! I enjoyed the artwork, concept, and vibe. I only got as far as the lily pads but couldn't make it across.

Developer

thank you for playing! we certainly will be trying to use Godot for more XR games in the future, as well as continuing to work on this one and improve it.

Submitted(+1)

Concept was neat and once I figured out the control was Trigger I was able to progress lol.  The pool jumps were honestly pretty annoying, and having to wait for my stone to come back before trying again was just frustrating.  If the stone was just attached to your hand somehow and you didnt need to hold it the whole time, thatd be nice, but idk if thats a part of a puzzle later on as I only got to the first gnome.  After that I jumped really high on the lily pad once, but couldnt figure out how I did that, and since I missed the jump the first time I was stuck.  Theres definitely potential here, just needs some more time and polish!

Developer

thank you for playing! we will definitely think on the moonstone UX, we had some ideas being able to place or throw the moonstone which is why you have to hold it, but maybe holding down the triggers all the time isn't the best UX haha

Submitted(+1)

Very nice graphics and music. I found the 2nd runestode and freed the first gnome, but didn't figure out what to do thereafter.

Developer

thanks for playing! and the idea was to use both moonstones in hard for the large lilypad, but we didn't do a good job of relaying that to the player I guess haha

Submitted

I love the environment! It really does give the impression of being 1 foot tall. :-) Great job!

The concept seems cool, but I wasn't able to make it past the part with the lilypads in the water. I could get onto the first one, but never make the jump to the second, and couldn't find any alternative way to do it. Are we just supposed to jump, or is there a puzzle element there? If there's a trick, please let me know, because I would love to see the rest of the game :-)

Developer

hey thanks for checking the game out! and yes, the puzzle element is to grab the moonstone in the inner cave and then jump onto the large lilypad with both moonstones in hand. the idea is that we wanted some objects to only activate when two moonstones are near, typically larger objects. but no worries for you missing the rest of the game, that is as far as we got for the prototype. thanks for playing!

Submitted(+1)

Tested on quest 2. It was trigger for me as well.

At first I didn't knew where to go, because everything is open space, and the moonstone didn't work until I jumped on the scissor
The pool jump are hard, after retrying it like 10 times I got motion sick.

I got to a crawl space in which I saw everything like a backroom.

But overall I really liked the art syle and the concept of saving friends.

On Q2 it seems like is lacking some form of antialiasing.

Developer(+1)

thank you for playing! and yeah we will rethink the jumping lilypads, seems to be causing a lot of people to get motion sick haha.

Submitted (1 edit) (+2)

I love the concept for this game!

I was confused at first since the itch page says A/X are for mage hand when it ended up working on trigger instead in game. The art and audio are fantastic! But I did run into some issues with the moonstone not respawning if I left it on the sheers or dropped it in the water causing my game to soft lock. Also, while the spinning lilly pad effect is cool it made me very motion sick watching it spin while I was jumping.

Overall incredible atmosphere with a little jingle that's been stuck in my head.

Thanks again!
Goodbye!

Developer(+1)

thank you for playing! and the game music was from Super Mario Wonder, specifically the Grassland Theme, it is indeed a great tune.