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A jam submission

Camelot Jack 2View game page

Traditional PixelArt Point n' Click in Shock Monkey Island Tribute!!!
Submitted by davT666 — 11 minutes, 57 seconds before the deadline
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Camelot Jack 2's itch.io page

Results

CriteriaRankScore*Raw Score
Characters#92.6672.667
Audio#112.3332.333
Puzzle Design#131.6671.667
Story#142.0002.000
Overall#142.0002.000
Funness#151.6671.667
Visuals#161.6671.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • It's a start of something interesting. The whole thing played pretty janky. Most interactions did nothing, didn't even get a message about it not working. Messages about why things don't work is often the way you lead the player to what does work, so it ended up just being trial and error.
  • I couldn't really progress much in the game because I was stuck in the never ending dialogue with Swordie, literally I kept clicking on the dialogue options and they kept disappearing and appearing again so I could never get out of dialogue. Not being able to click through them to speed them up was painful because the dialogues were too long, not very fun to read, and there was way too much at once. I do think the story has potential but it has to be dosed to the player through the game instead of just dumping 30 minutes of clicking through dialogue on the player before they even get to try out the game. I liked the UI design with all the classic Monkey Island-ish "pick up, look, open, close, etc" but it didn't seem to work very well. The visuals are nice but definitely need work, textbox/text sizes could be more consistent (like the textbox was way too big compared to the text a lot) and the main character looks kind of generic. The characters were interesting but again, I'd love to meet them through the game more than through so much dialogue at once. Overall I think the game is not very playable at the moment but with some work it definitely has potential and I'm excited to play it once it's worked on more!
  • This needs a lot of work... Can't see how to finish the game. Story and characters have potential but almost nothing works as it should.

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Comments

(+1)

You ought to make it clear on the game page that the game is unfinished. I played to room three, where I was walking inside the walls and things were very clearly not done, but I had to see your reply to a question to get a confirmation that that was it. Anyway, a demo is acceptable as a jam entry, it's just nice to know what it is.


If you want a lot of banter, Monkey Island style, then you need to let the players click the text away, otherwise, waiting gets old fast. There also seems to be some glitching when you use some verbs, because they may stay on screen after an action, making mouseover useless until you have performed another action. That said, I like the initial idea of Gareth and the talking sword, and there are some funny lines in their dialogue. And, being an old git, I second umeboshilover's request for a larger font. Nothing worse than missing out on jokes, you know.

Developer(+1)

Hi :) Thanks SO much for taking the time to play and give feedback. It's truly invaluable and I really appreciate it. I apologise for not making that clear, I can imagine it's quite frustrating not knowing why it's uploaded in this state lol - I'm actually working on it day and night (as much as I can) and the new version, which I can upload in abut 14 days (after the game jam voting has ended) is loads better already. The art reads much much better as I've spent hours studying Monkey Island (first two) and the LucasFilm Indiana Jones games in much more detail and realised how far off this current art style is. The characters and dungeon look much better now. So, now thanks to your advice, I know exactly what to work on next - making the dialogue sections clickable to remove (can't believe I didn't do that, it's annoying me now just having to keep testing it so it has been on my mind lol)  and be much more readable. Also, what you say about the verbs interacting with the items and inventory REALLY needs to be fixed so they're not glitching - that's definitely a priority now - thanks so much for pointing this stuff out. Sorry for going on, lol, but I really appreciate your feedback ;) 

Cheers,

Davy

Submitted (2 edits) (+1)

Funny dialogue, nice upbeat music. :)

Is the game complete or is it not possible to pull the sword in this game jam's version? I couldn't walk past the stones... 

EDIT: Please make the font size bigger, so it is less strenous to read :)

Developer(+1)

Hey :D Thank you so much for the feedback, I really appreciate it!  Ah yeah, unfortunately, I ran out of time, so it should be obvious through clues in the dialogue that you need to do the opposite to pulling it out ;) Like there's a really bad last mionute clue to that if you look at the sword n the stone (or maybe it's USE haha I'll have to double check, one of them triggers a dialogue clue) 

I had so much dialogue, though, it all got a bit rushed and playing it back through a few times, I see how confusing that is! So I've been working on the start ever since, and hopefully it's much easier to follow now.

Thanks for the note about dialogue font size, that's really helpful ;) I'll make sure to change that. 

Again, thanks so much, I really appreciate your feedback ;) 

Submitted

I understand that about time pressure.

I think I tried all verbs on both swords, but nothing happened :/ Wish to see and complete your game :)

Developer(+1)

Thanks :D Ah okay, may be a bug, but if you push the sword, then it should work - if you can pick up two swords with the cursor before that's happened, that's probably a bug ;) 

I'm working on it over the next month and will upload the latest version when the jam deadline is done, hopefully will be much improved, thanks for the interest and support, much appreciated :D