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EPIC 172-in-1 Game Man Advance Cartridge (for SALE!!!)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Modifier | #3 | 4.020 | 4.444 |
Overall | #12 | 3.333 | 3.685 |
Overall Bad | #12 | 3.920 | 4.333 |
Graphics | #15 | 3.719 | 4.111 |
Sound | #22 | 3.015 | 3.333 |
Gameplay | #24 | 2.915 | 3.222 |
Overall Good | #30 | 2.412 | 2.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have implemented the modifier, how have you done so?
There are 172 options in the game based on suggestions for the jam (Actually, only 68 because game is not finished)
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Comments
Well I got to about 128/172 games before I had to call it quits. I really respect the effort that went into getting 68 of them working but it was just too tedious for me to try and complete all of them.
The ones I did play were pretty neat, at least the first time through, but playing the rotation puzzle and platforming the same section repeatedly just aren't enjoyable to me.
That being said, the art and sound effects and music were top notch. I especially like the UI with the controls around the screen. It was definitely So Bad Its Good, and I have to imagine this was a mammoth amount of work and creativity!
But like I said, in a game jam with 35 other entries to rate, I sadly don't have the timeand patience to get through 68 minigames.
Overall though I think it was well done, so good work!
After finishing all 68 mini games, I find this to be such an original way to implement the modifier and I love it! The mini games were implemented in such original ways and were quite varied, and I really enjoyed finding out how to solve "it's dangerous to go alone". It also really feels "So bad it's good", making it an appropriate entry for the jam.
My main issues were the controls in some parts (some Coyote Time in the platforming sections would've made some of them less frustrating, and the rotating mazes required you to hold the arrow/AD keys for a bit too long before moving, for example) and the fact that I didn't get some Votebot questions (I think the ones asking about the letter count might be buggy, but maybe that's just me not understanding the question), but other than that, this is a great entry, and I hope it's at least in the top 10, because it deserves it imo.
Apologies in advance for what might be one of the most brutal SBIGJam reviews I've ever made.
This game had extreme mixed emotions for me. The whole concept was really exciting! One of my favourite memories as a child is having a 128-in-1 cartridge for my Game Boy Advance, filled to the brim of games and very obvious clones for said games (ones I specifically remember were mario & luigi: a clone of nuts and milk, as well as McDonalds Time, a clone of Burger Time!) There was so much to love about that cart and the whole idea of taking all 172 modifiers and turning it into a bootleg multicart is one of the most amazingly creative ideas I've seen!
My main problem for me though is with the execution: and I think that's because in my opinion it breaks rule one of SBIGJam, "it has to be fun to play". This might have been my fault more than anyone's, as I am a completionist when it comes to SBIGJam games, and when I see 68 stars to collect, I am going to try my very very hardest to collect all 68 stars. I played this game for well over an hour, and for every game I kinda thought "ooh it's cool how they handled this" for a few seconds before spending several minutes painfully trying to complete it. The platforming and the circle puzzle sections were the most frustrating of them all. With the platforming sections my jumps barely ever registered while I was moving, and the hitboxes were painfully inexact at times, making levels just really frustrating to play. While I loved some of the ways the levels were modified, I didn't love actually playing them at all. When it got to the "haven't we been here already" level, I thought "no they're not actually gonna make me complete the level 16 times" before having to complete the level 16 times. And you bet I completed it.
The most frustrating level, and the one level I couldn't complete, was the "Get out of my head" level. The rotating puzzles were obscenely difficult and I just couldn't do it. It got to the point where I just turned the sound off, listened to a podcast for a while and just went for it for 20 minutes, but even then I could not get past this single level.
The main thing to remember in these jams is there are a lot of games, and to a certain extent one needs to respect the players' time. It's a difficult problem to get right and one that I've definitely struggled with in plenty of my entries. However the main thing I've noticed over the years is that I've never seen a single complaint about a jam game being too easy, and I've seen countless complaints about jam games being too hard.
Overall though this game was brimming with creativity, and I loved seeing how every modifier was handled in a unique way! Thanks so much for submitting and well done 😀
Loved it, so fun, and very on-point for the jam. I've paid money for worse games than this!
This is a really interesting approach to the modifier that makes perfect sense and I'm totally not kicking myself for not thinking of it myself. Too many ideas? Smash them all together into a clone pirate cart of shovelware!
I don't know how well it works, though. The games in the collection are at best minimal, at worst not really games at all. All of them are good for a brief laugh but none of them are really enjoyable beyond that. There are only a few different kinds of gameplay, which fits with the idea of a pirate game cartridge but gets boring fast.
Having only 68 games for a "172-in-1" is completely on point for both SBIG Jam and clone carts, but I wish there was something else as a placeholder instead of a "sorry ran out of time" message which breaks the facade a bit. Maybe doing nothing, opening an unrelated game, or just restarting the whole thing.
All of that being said, getting even 68 minimal games together in a week is impressive!
Impressive collection of "So Bad It's Good games! So many of these, felt like you guys captured the essence of a bad gameboy experience. Excuse me, Game man Advance games. Haha! Hope you guys enjoyed making them, they were tediously fun to play!
Wow its so cool have suggestions that i just put in as jokes be implemented into their own minigame