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Gubblehoff’s Odyssey's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Artistic Style | #1 | 5.000 | 5.000 |
Playability | #258 | 4.000 | 4.000 |
Cleverness | #282 | 4.000 | 4.000 |
Theme | #653 | 3.000 | 3.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Great little platformer, the Hollow Knight roots were evident. The shadow weapon mechanic was really cool. I hope you can continue developing the idea and get some crazier implementations. Character designs were good, backgrounds/world even better. Alchemy feels a bit "tacked on" - the big bad EVIL could be anyone really, so how it played in the game world more specifically felt vague. Overall good job, thanks for the effort!
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
Gubblehoff’s Odyssey is a platforming game with a twist. You cannot attack in any way, only your shadow can, so you have to fight in light, and hide in darkness. The goal is to collect the 4 ingredients for the EVIL alchemist.
CONTROLS
A and D to move
Space to jump, S to fall through platforms
Left click to attack
Made by Alphabest, Blian and Martin Montonis
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Comments
Okay just gonna get it outta the way from the start. Art is fantastic, heavy Hollow Knight inspiration I believe. Which is awesome cos I LOVE that game.
So unfortunately I didn't finish the game because my browser crashed and I lost my progress. I had gotten 2 of the 4 times at the time and if I'm being honest it was kinda tedious. Platforming was really punishing because you had to go back to the previous screen to reset and try again, I figured out it was much easier to just die to get back to the start of the area than walk all the way back.
I love the mechanic of your attacks only working in the light but attacking enemies was really slow and after quickly figuring out there wasn't much punishment for death it was easier to just tank the hits and run through the enemies instead of going to the hassle of stopping to kill them.
Also I had no idea where to go after getting the 2nd item. I thought I looked everywhere but I couldn't see anymore doors. I may have just been blind.
I really want to love this game because it's so cool and really love the style. I hope you work on it more in the future so I can come back to it again and replay it.
Thank you!
Sadly i can't do anything about the crash, hopefully it wasn't the game's fault. That apple was supposed to be a "hidden" reward that's why it was a bit difficult to get.
We didn't want to make it too hard, that's why you can reset in rooms, we didn't want for you to have to restart the whole game.
You probably missed the fact that you can jump up the chains in the 2nd room, you get the 3rd item in the second room after that, and the 4th item drops from the boss himself.
We plan to work on it in the future, so we hope to see you again!
The attack mechanic here is really awesome. I found a few small bugs but overall you've got an amazing base here. Keep going on this!
Thank you! Tried to do a couple bugfixes before deadline, could you elaborate what you found so we can fix it? Many thanks!
sometimes when I was near the edge but still in the shadows my attacks would work which made the mechanic feel a bit off
The issue may be that the shadow "checks" the light condition so it sometimes may work when you are in darkness but your attack isn't.
Use of the theme is great, gameplay is nice, mechanics for the theme are implemented really and I love the art. Very well done
Thank you!