I really like the twist to this game. It makes for very different strategies compared to normal Minesweeper. Very fun!
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Treasure Hunt's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #12 | 3.039 | 3.154 |
Polish and Completeness | #12 | 3.261 | 3.385 |
Sound | #13 | 3.261 | 3.385 |
Overall | #14 | 3.014 | 3.128 |
Overall Impression | #16 | 2.817 | 2.923 |
Art and Style | #17 | 2.817 | 2.923 |
Originality | #18 | 2.891 | 3.000 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
License Agreement
This game may be used in a physical and digital multi-cart release and distributed by jam organizers as part of a digital archive (ZIP).
Comments
This is actually a really neat twist on Minesweeper and I think the multiplayer aspect looks like a lot of fun (though I've only played it solo). There's a lot of polish here, and I especially like that it's smart enough to end the round early when it's no longer possible for the other player to win. I wonder if it might be a good idea to have an optional move timer that forces a random move to prevent a player from taking too long, to encourage some quick thinking. A way to move the cursor more quickly would be handy, too (maybe when held after a delay, or by holding B).
One major issue that should be addressed is that the second player controller is susceptible to DMC DMA glitches. Simply using repeated reads is not sufficient; you need to do repeated reads of one controller until it matches, and then again for the other controller. (Or, alternatively, use OAM DMA synced reads, which I prefer.) See this thread for more details: https://forums.nesdev.org/viewtopic.php?t=24952
Just be careful, because if you read both controllers in each pass, your input may not be guaranteed to be correct. Repeated read solutions need to be able to do 2 complete passes within one DMC period, and doing both controllers at once is longer than at least rate F. Best guidance right now for repeated reads is to just do each controller totally separately.
What a neat take on minesweeper. I kind of wish the zeros were treasure chests.
I'm super excited to have access to a 2-player minesweeper-like. I was going to write and suggest a reduced gameplay field in order to have larger cells (probably 16x16, though 12x12 could be done with some duplicated graphics in the nametable tiles, like in Honshogi: Naitou Kudan Shogi Hiden.) That'd give more space for recognizable tiles, would leave less deadspace on the screen, and would make the game easier to see and play from a couch.
Oh, and one thing we learned the hard way with HBC Phutball, is that, for hotseat multiplayer, there needs to be more drastic of a visual indicator for player change than just color change. We still need to go back and update Phutball with a more noticeable transition as well.
Even if not updated, this'll probably get some more play in our house though. ^^
The catchy music is all thanks to https://nikku4211.itch.io/
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