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A jam submission

Kitsune PlazaView game page

One cunning fox is about to yippee-ki-yay some terrorists in a skyscraper.
Submitted by Toadhall Press — 16 minutes, 32 seconds before the deadline
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Kitsune Plaza's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#44.4554.455
Execution#74.0004.000
Overall#143.8643.864
Enjoyment#153.7273.727
Metroidvania#363.2733.273

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
GB Studio

Team/Developer
Ted Mahsun

External assets
SFX by Yogi (Tronimal) and beatscribe, GBS Sans Font by Joel J Games

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Comments

Submitted(+1)

I love the art and story, and great level design. This felt right at home in the game boy style, great stuff! I googled around to see if they had made any Die Hard GB games back in the day but didn't find any, maybe this is a good niche!

Submitted(+1)

Impressive work on sprites! And having a reflection in the toilet mirror is a nice touch. Speaking of toilet, I really like the sounds of saving. :D

Controls sometimes feel a bit confusing when playing on a gamepad, I kept confusing jump and attack button (e.g. A (PS cross) for jump and X (PS square) or R1 for attack would work better), but on keyboard, WASD for movement plus J for jump and K for attack is fine (it even seems to be a somewhat standard). Map button sometimes does not work, and it would be nice if pressing jump or attack when crouching attempts to stop crouching and (executes the action if successful). There seem to be some occasional graphics glitches, but these might be due to the engine limitations.

All in all, this looks like a very ambitious project and I look forward to play it once again when it gets completed. I really like the fluffy Die Hard theme. Great work! :)

Submitted(+1)

Here is my feedback : 

Cons :

  • I didn't enjoyed the combat system, i didn't felt giving damages top the enemy i died to the 1st enemy i encountered
  • Diying is pretty punitive, coming back to the nMain screen is a bit too much taking time of the player before restarting
  • No music, it felt a bit empty on audio

Pros :

  • Visualy feel very finished that is very surprising to see such a visual qualitive product on a game jam, well done
  • Good interesting and engaging story, nice introduction scene !
  • A saving system ! ( But the switch from the main menu to the saves is too slow for me )
  • Nice overall movement
Anyway this seems like a serious entry in this jam, congratulations for the work done here and good luck on the next development phase of the game !
Submitted(+1)

Really consistent visuals and sound looks incredible. I think it's very slow to start though, and very difficult once you get the tail whip. Hitting things without taking damage is difficult and the lack of saves makes the dialogue very repetitive. Felt pretty constrictive too, but the art itself is so great. Cool project!

Submitted(+1)

This art style is FAB and the level art is great, too.

Your save mechanic was also AWESOME. 10/10.

The vent opening confused me because I thought I was supposed to go into it. I think you're trying to foreshadow the arrival of the scientist character. If the GBC supports screen shake and maybe some falling particle things, I think that would be more effective for what you're going for without confusion.

I think your background doors need better signifiers for which ones can and can't be interacted with. That was throwing me off in the beginning. (3D games signal this by either blocking unusable doors, or removing handles from unusable doors .)

Combat felt broken; my tailwhip seemed to do nothing. I don't know what's actually happening behind the scenes, but that's my perception as a player due to the lack of feedback on hit.

The levels feel too corridor-heavy and thus bland gameplay-wise. I'm walking in a straight line too often and it gets boring. If you ever get the chance, studying AAA level design would be really useful here. One of the things they do is constantly mix up which direction you're moving in (literally breaking up straight lines), the context you're moving in (combat, stealth, town, climbing), and which movement mechanics you're using to progress (walking, running, crouching, jumping, climbing, etc.) This stops the player from tuning out due to repetition.

Loved that you leaned into Die Hard but with cute animals. That's a game I didn't even know I needed in my life. With some additional level, mechanic, and sound effect work, I think this could be really cool.

Submitted(+1)

Good start for a game! I'm a big Die Hard fan so this one definitely hits the right spot. Loved the art too and the controls work pretty well. However there are some problems too: sometimes the attacks just straight up don't do anything to the enemies and it's not very clear where you can jump on the stairs, sometimes (I think if you jump at a lower part of them) you just fall through. It's also annoying that if you die after getting the first upgrade you have to go through that dialogue all over again. But well done on what you've done so far.

(+1)

Fun entry! Here's my recording and feedback.

Submitted (1 edit) (+1)

Great game! There's a lot of charm in this one. I really like the story that tips its hat to Die Hard. It felt like there was something missing due to the lack of music. However, for a game that was made in a month by a single developer, it is very good. It is clear you spent a lot of time on the visuals. The game perfectly captures the OG Gameboy Aesthetics. Great job!

Submitted(+1)

This is so polished for a demo it's insane. I feel like I'm playing an actual GB game. If I can complain about anything at all, its the lack of music and that the Tail Whip feels a bit useless on enemies. Also it took me a bit to figure out the stairs. But all that is nitpicking, this game is incredibly fun and I will definitely be playing it more when I get time.

Submitted(+1)

This is an amazing start! Very charming and clever, and the art is gorgeous. It overall feels very polished, especially with all the dialogue and juice/game feel elements (ALSO THE REFLECTIONS IN THE MIRROR! SUCH A NICE TOUCH). The combat could be refined a bit I think, but I'm super excited to see that this is the "demo" and that you're gonna keep working on this.

Developer

Thank you so much for playing! Also, now I feel validated that I spent waaaay too many hours trying to get that stupid mirror to work as intended 🤪

Submitted(+1)

So, this game seems quite promising, art is very charming, controls feel good, and the beginning of the game feels very finished, with the intro cutscene, dialogue and everything. I felt the combat was a bit clunky, some hits taken seemed unfair, enemy hitboxes seemed too small, such stuff, but I assume that's gbstudio-related issues. Sometimes there'd be a visual issue, though that was more funny than annoying.

As far as I can tell, the game currently consists of the few intro rooms, and then you're sandwiched between a bathroom and a dead end? This might have been an issue with my emulator, or some other unknown cause, but if not, I feel like the end of the demo could've been marked more clearly.

The art is fantastic, I really liked it, the sound effects felt fitting, the lack of music was a bit odd, but there's nothing that really felt out of place, good job on the visuals and audio!

As of right now, the game is unfinished(at least from my experience), so I will only rate what I saw, not what could've been there, but the few gameplay sections that it did have were quite nice, the intro was great, rooms are fun to navigate, my only real complaint is enemy combat, it felt kind of lackluster.

Good game!
Developer

Thank you for playing and for leaving helpful feedback. Video was very helpful too! Much appreciated.