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A jam submission

Jammy-Like (Major-jam Entry)View game page

rogue mj classic pico-8
Submitted by Bertie — 1 day, 10 hours before the deadline
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Jammy-Like (Major-jam Entry)'s itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#14.0834.083
Enjoyment#23.5833.583
Overall#53.2083.208
Concept#53.1673.167
Use of limitation#102.0002.000

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
1

Software used
pico-8

Use of the limitation
i spun it as "reach outside of game dev space" as an excuse to purchase pico-8.

Cookies eaten
0

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Comments

Submitted(+1)

Wow! Obligatory "this is on Pico-8?!?"

I've played for like 10 minutes but as someone who just bought a Pico-8 today I am blown away by the production value. Tweening? Really nice animations? AUTOTILING? Wow I am impressed!

As someone whose played a decent bit of roguelikes, I really liked how nicely the patented "rogue sauce" really goes with this. Once I understood how important getting the first attack was, I really appreciate how much detail you put into the randomly generated environments to encourage strategic play (opening doors to let an enemy get close to you so you can attack them, rooms of jars allowing you to take a turn so you can attack, etc)

I got absolutely curbstomped out of nowhere on a decent run and I'm definitely going to see if I can beat this one.

Developer

sorry for the late reply ive been on holiday, but what a great comment to come back to thank you!!

Submitted
Deleted post
Submitted(+1)

I don't have much to say but the game was fun

Submitted(+1)

Pretty cool and fun game, I think you said it's your first Pico-8 game so that's especially impressive. Well done, everything seems polished and smooth.

 I just wish there was a wait keybind or something else to get the slimes to move but you stay in place, maybe waiting would be too op. Idk, it was really good nonetheless

Developer(+1)

thanks, there was a wait but it became to easy with it, though you can do the same thing by interacting with world objects of inventory item

Submitted(+1)

Oh that's cool, didn't know you could do it with the inventory. I guess just ignore what I said earlier then haha

Developer

lol

Submitted(+1)

reminds me a bit of PAC-MAN, haha I liked it

Developer(+1)

thanks! haha pac-man went down in gaming history so il take it as a complement

Submitted(+1)

A decent Crypt of the Necrodancer like game, only without Necrodacing, I had good time while playing this. Good job on making it!

Submitted (2 edits) (+1)

Excellent game! Really good execution of the classic roguelike formula, reminded me a lot of Brogue. There's a huge amount of polish that's evident -- the animations, the throwing UI, the HP numbers, the ! and ? alert system. Super cute. At first I was annoyed that there was no "rest" action, but then I realized that opening doors and destroying jars is effectively a rest. Very clever! I died to a shoggoth -- tough! I also didn't understand what the effect of a curse was.

Edit: Just realized it's proc-gen'd too! ❤️ Tbh I'd probably want to play this again and again only if A) there was a leaderboard and/or B) there was some promise of progression, like how in Brogue you have to fetch the amulet or whatever and bring it back (I think I'm thinking of Brogue).

Developer

Thank you, very kind words! Would character unlocks or a rpg leveling system keep you coming back?

Submitted(+1)

Character unlocks are cool yeah. In games like this I tend to be intrinsically motivated to explore the dungeon and get as far as possible. An end goal could be good, and maybe optional objectives during the run. For example, a magic penny could spawn that can be thrown for a small amount of damage, or maybe it has a charm effect. But if you throw that penny in a fountain that might appear, that unlocks something or gives you a boon. Idk tho just a random idea. I don't think you should compromise the simplicity/accessibility of the game in service of new mechanics unless they are significant improvements.

Developer

you have some good points the penny/fountain idea wouldnt be that hard to implement, i can already picture the logic in my head. you are also right about not compromising the simplicity of the game thats why i though a rpg leveling system would be a good fit as i doubt anyone would have an trouble understanding it

Submitted(+1)

Leveling would be cool, esp if A) levels don't persist between runs and B) the levels give you perk options that you choose between. Eg: level up! Pick one: Rage (when you take damage, closest enemy takes that damage too) or Geologic (when you find a rock, gain +2 rocks). Etc

Submitted(+1)

Excellent job!  Love the transitions, menus, and little animations here.  Great feeling game!