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Gems are a girls best... weapon?!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #35 | 3.593 | 4.200 |
| Visuals | #39 | 3.365 | 3.933 |
| Innovation | #43 | 3.079 | 3.600 |
| Overall | #45 | 3.079 | 3.600 |
| Gameplay | #46 | 2.908 | 3.400 |
| Fun | #46 | 2.794 | 3.267 |
| Audio | #49 | 2.737 | 3.200 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you incorporate the given theme in your game?
Collect all your Friends!!!
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Comments
I have to admit I suck at platformer games so the extra slide the princess has did not get me as far as I would maybe have loved, but I did collect the gems, fought the bad guys and explored a bit around. Found the music really relaxing and the animation of the jump was kind of nostalgic in a way. In general, I really loved the game, the concept and everything around. I think I just would have preferred personally more traditional physics for the princess. But I think I am in the minority here. So great game!
The movement controls are great, wall jumping sideways is way too funny. The expression when you click is also super funny, very SNES era.
Unfortunately also fell into the gemless void alongside my cultists. And then the first time I went into a door the princess never loaded? Then both doors took me to the same room.
I could collect several gems! Throwing
pikmingems around is also super fun. By reading the comments I then realized there was a second stage, I tried it and could get to it but it booted me back to the collection stage after like 10 seconds.I do wish there was a bit of an endgame or objective, and a more clear introduction to the player. The music is also super chill, could use more SFX.
Fun controls and levels! needs a bit more polish :p
Unloaded princess
The gems following is very cute, and I like the jump animation.
I managed to collect a pile of follower gems and then fall off the world to the left and down, and then I played again and brought my followers to their doom with me by falling off the world to the right and up. Not sure if I'm missing something.
Love the concept and visuals! The movement was a bit crazy at times, it was tricky to learn how to cancel that double jump roll thing she did especially cause most platforms required a double jump even in tight spaces! My game started lagging in the rock throwing level but it was so fun seeing how far my "troops" made it lol !
For some reason I started playing before reading any of the instructions on the game page so I was very confused on what to do haha. The first thing I did was fall into the pit of despair, but then I collected some gems, and they are so cute! I love how they followed me around.
Cute design! I got a bit confused with some of the aims of the game after a while and wasn't sure if I'd missed something
It´s so cute that the gems follow the princess.
The art and the gems are super qt! I had some trouble throwing the gems onto enemies on higher platforms, a line to show the trajectory of the throw would help! The floaty jumps took a while to get used to and I also quite liked how the character rotated during the double jump HAHA
In the combat stage, I would get teleported into the collecting stage if i pressed W on accident. Would be cool if different gem types had different abilities!
It was like Mario but with Peach. I also fell into the abyss twice
I really enjoyed it. I liked the character flipping when she jumped. Kinda liked the slidy floaty movement as I got used to it to quickly get through the collection level. It was fun trying different routes out to optimise the gem collection. It almost made me feel like having combat simultaneously like a tower defense would have been cool. The pikminy gems were very cute. I think sfx would add a lot to the satisfaction I already felt playing the game. There was a little lag because I think of how many gems I ended up having. Just some polish on signposting what the player is meant to do and go next is helpful as I was a little confused what a failure state would be. All the gems dying seems ok as you can go back to the collection area to have them. Is the point of the combat level to eliminate all enemies or just get to the exit door? But even though I wasn't super sure on that part, I still found the game fun to engage with and very satisfying.
Interesting little game. I found the stacking mechanic particular intriguing, although I never quite figured out exactly what it was I was supposed to do with it. Took me a bit to figure out that I could double-jump. The "layout flip" caused by the rotation was rather amusing... initially, I thought I'd triggered a physics bug. Speaking of which, it's quite possible to leap off of the scene and fall infinitely. Which... honestly, I probably made that mistake on my game too. >_< And mine didn't get the time limit implemented.
Thanks for trying it out!
The stacking was originally planned to be a sort of defence mechanic but in the end it worked as a way to gather the gems to throw them all at once, currently on throw you can only chuck one at a time but if you stack them you grab the entire group :))
The first thing our friend did when I handed him the game was run in the opposite direction and fall infinitely haha, I'm sure we will fix that up sometime!