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Infaustus Fortuna's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Soundtrack/SFX | #22 | 3.939 | 4.000 |
| Gameplay | #37 | 3.447 | 3.500 |
| Graphics | #46 | 4.000 | 4.063 |
| Overall | #64 | 3.313 | 3.365 |
| Gameboy Soul | #74 | 3.570 | 3.625 |
| Secondary Theme Interpretation | #120 | 2.400 | 2.438 |
| Quirkiness | #129 | 2.523 | 2.563 |
Ranked from 16 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?
There is a patched version on my domain that fixes the MANY glaring issues in the mines and other locations. This can be found https://kuro-rpg.net/projects/41 .
Graphics are limited to a 160x144 resolution while utilizing 4 colours at a time (4 for tiles, 3 + 1 transparent for sprites). Sound system uses web oscillator while playing a maximum of 3 regular channels (with 1 being triangle) and 1 noise channel to simulate percussion and other effects.
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Comments
Incredible art and sprite work here! I made it to the ice ring during my furthest run, and I really enjoyed navigating the depths of both the mines and the volcano on my way there. While I thought the majority of the gameplay was fair, I found the collisions for both some of the enemies and the environment to be really punishing—I'd be curious to see how it'd play with one-way platforms as others have called out too as it'd make the platforming a lot more accessible in some of the rooms. I'll come back again later to finish it out after I've had a chance to play more jam games. Thanks for making and sharing your game!
That must mean you had an ... UNFORTUNATE time dealing with the collision detection... :D Huh? Huh? :D :D :D
I can't believe you managed to crank out so much quality in such a short time, really amazing! So many pieces that work together really well!
If I might suggest: I'd maybe try to implement one way platforms where you only have collision from the top, but you can still move and jump through them from the side and bottom. That would give the player a lot more room to move during platform sections.
Congrats on such an amazing game!
Wow! Exceedingly polished! The art is exceptional, and the character designs are charming. The music is spooky, adventurous, and filled with action throughout. The immense amount of mechanics are competently implemented and feel great to use.
Holding the button to use rings when they're unable to be used (in village, when MP is too low) causes a loud continuous ringing sound
I was not able to get past this room. This mouse running into this ledge seems to crash the game. I attempted to use console commands in the second room of the castle to warp onto the ledge, but I never found a combination that works, and some of them seem to not work at all when I input them in Chrome ( Attempting pUpgr[5]=1; threw "Uncaught ReferenceError: pUpgr is not defined at <anonymous>:1:1 ..... VM1071:1" ).
Technical issues aside, this was lovely. Fantastic! Great work!
I really appreciated just how faithful this feels to a real GameBoy game. Not just the graphics and sound, but even the dialog. It also feels great to play. Swinging your sword and hitting enemies is just as satisfying as it should be. I loved the world map screen and just how expansive the game feels in general. Very impressive for a 10 day jam! My biggest issue is with how big the player hitbox is, but that should be an easy fix.
You made your game in just 10 days, wow!!!! Apart from the bug it feels so complete, really great!
Pretty elaborated game, from village mode to platformer, inventory, different savegames, I envy you xD. Didn't feel the unlucky theme so much, only when having to throw myself from a platform and there were some enemies below. Anyways, great job.
Thanks for the feedback, everyone! Since I cannot patch the game during the game to fix the two glaring platforming issues, I patched it on my domain. It's the game, just now it's playable to the end of the game.
Alternatively, you can go into the dev console (F12 , CTRL+1), go to 'console' and enter something in the command line (until I fix that, here):
pUpgr[5]=1; => Gives you the Escape Scroll, allowing you to leave the mines and return to the world map.
pSelect=0; => In case the pointer for selecting an item disappears.
pY=140; => For the one room where the exit is higher than you jump onto. This will put you in the air, allowing you to move over and reach the exit.
Excited to dig into this more - i think I may have trapped myself in the mines lol, the look and feel is great, and we always love some zelda 2 vibes!
Love the Zelda 2 vibes! And the sword animation that reminds me of Stardew valley. Some of the hitboxes seem to be bugged which led me to cheese a lot of it, but I really enjoyed it! Impressive work!
Love the Zelda 2 vibes! And the sword animation that reminds me of Stardew valley. Some of the hitboxes seem to be bugged which led me to cheese a lot of it, but I really enjoyed it! Impressive work!
The concept of the game itself is fun but the hitbox of the character trying to get on the platforms was a nightmare to deal with. Other than that, it's obvious there was a lot of work done on it. Will definitely come back to this in the future.