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A jam submission

Nut of MisfortuneView game page

Everyone wants to steal your supplies… but what if you didn’t need more luck — just the others more bad luck?
Submitted by relei2004 — 11 hours, 1 minute before the deadline
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Nut of Misfortune's itch.io page

Results

CriteriaRankScore*Raw Score
Gameboy Soul#683.6253.625
Secondary Theme Interpretation#693.1003.100
Quirkiness#943.0753.075
Overall#953.0003.000
Graphics#993.2003.200
Soundtrack/SFX#1052.6252.625
Gameplay#1212.3752.375

Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game meet GBJam's theme?
A tower defense game where you don’t just need luck sometimes, but also bring bad luck to the enemy.

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Comments

Viewing comments 27 to 21 of 27 · Next page · Last page
Submitted

usually I kind of shun tower defense but this one seemed a bit more original

the controls are a bit quirky and often I waste time by confusing them but after a while it’s good

I managed to get to level 2 but I think I couldn’t get what I needed to do to stop the snakes from getting my nuts so now I’m neutered in the most horrible fashion

Music is a bit repetitive but the audio is good otherwise!

good work

Developer(+1)

I’m already working on a post-jam version — the controls behave much better now, and the music finally got some variety (your ears will thank me 😅).
Also, the crazy luck factor in level 2 packed its bags and left!
Right now I’m building some new levels, and once they’re ready, I’ll upload the new version. Stay tuned! 🎮✨

Submitted

Cute art and concept here. I think these kinds of games are really difficult to pull off well given the limited controls, but I think you did an OK job here. I'd have appreciated fewer levels and more iterations on the controls to make that a great experience before expanding the amount of content, but I enjoyed it nonetheless. Thanks for making and sharing your game!

Developer

Thanks a lot for playing and for the feedback! You’re totally right — I crammed in 3 levels instead of polishing the controls more 😅. Lesson learned for next time!

Submitted

Very cute game, nice art and the concept is neat! Couldn't beat the second level unless I rolled well with the 13. The third level was a big jump up from that.

Developer

Thanks for playing! Yep, Level 2 is a bit too much luck right now, and Level 3 ramps up too fast 😅. Both are high on my post-jam fix list!

Submitted

I like the idea of a trap-based tower defense game, and I found the graphics and sound quite charming. Unfortunately it took me several attempts to figure out how to actually place/upgrade(?) objects, and I couldn't get past the 2nd level despite my best efforts. Like you said, the game needs more balancing, and more visual feedback IMO. Maybe for a post-jam version?

Developer

Thanks a lot for playing and for your feedback! 🙂
You’re absolutely right, the balancing is still rough, and the second level is way too luck-based. Also, the controls/feedback for placing and upgrading aren’t where I want them yet.

I’ve already collected a bunch of ideas for improvements (balancing, clearer build spots, better feedback, etc.). I wrote them down in my devlog if you’re curious. After the jam I’ll definitely keep working on it!

Submitted

I like the idea of turning the theme into a tower defense game. Right now it has some improvements to do though. It is hard to figure out where and how to build things. Enemies spawn rather quickly, so you usually end up losing a lot before you know what to do. I didn't manage to get past the second level either, the enemies just went through the obstacles and I couldn't inflict enough damage. I probably needed to use some other obstacle, but in the end I gave up. 

The game would benefit much from some sort of in-game tutorial level.

Developer

Thanks a lot for playing and the detailed feedback! You’re right — Level 2 is way too luck-based right now, you basically need the ladder and the 13 to work together. A tutorial level is definitely on my list, and I’ll also rework the pacing so players don’t get swamped before they understand the mechanics. Really appreciate your thoughts!

Submitted

It took a while to understand what was going on. A tower defense where you inflict bad luck on the attackers is a fun approach. Here are my recommendations with the general playability as well as teaching info to the player:

  • Have the nut sprites in the stash disappear whenever enemies reach it, so you know how many are left. It seems this is the eventual intention with it.
  • It might help if the build spaces have like a dotted square blink over them a few times at the start of the level, just to hint on where the build spaces are.
  • Most importantly, I think this game would benefit from idle time before waves, like 10 seconds to start setting up your defenses. Right now, the third level starts instantly and you have no time to think about how you want to defend your zone.

Overall, it's a cool project. Handles the Game Boy look very nicely.

Developer(+1)

Wow, thanks so much for the detailed feedback! You nailed it, all of those points are already on my to-do list: the nut counter, clearer build spaces, and some breathing room before waves. Level 3 really is too hectic right now :-D. I’ll fix those after the jam. Super happy you liked the Game Boy look!

Submitted(+1)

Awesome! I'm excited to see how it evolves.

Submitted

I agree the build spaces were a bit hard to find, and I wouldn't mind the music being a bit higher.

Other than that, it looks amazing. Top notch graphics.

Developer

Thanks a lot for playing! Yep, I really need to make the build spaces clearer, and the music louder too :-D. Glad you liked the graphics!

Viewing comments 27 to 21 of 27 · Next page · Last page