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arm_historian

31
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A member registered Mar 17, 2025 · View creator page →

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A bit chaotic, but a great fundament with lots of potential. I too managed to escape the map somehow. I climbed a tree and kept climbing to get away from the onslaught. 

You guys got talent, would love to see you finish something like this.  Keep it up.

100% and I'm grateful you brought it to our attention!

Thank you for playing but I don't know why the font looks messed up all of a sudden. Two comments in a row now about the font being messed up.. I've seen other people play it and it looked fine but then for some it doesn't work properly. I'm sure I did something wrong, just wish I know what is causing it!

I'd love for you to check out our game.

I really liked the Magic Bean Crown for what it is. You have to make it to the top of the bean stalk by avoiding birds and falling rocks (gold nuggets?). Although sometimes a little frustrating, I think this is because I couldn't use my controller. If I could, I think the general controls would have felt better. That being said, I still had a lot of fun playing this short and challenging game. 

The boss breaks up the gameplay and is well made. I think, given the limited time span of this jam, the dev did a great job in keeping the scope small and making what is there, pretty polished!

As a well crafted proof of concept, Magic Bean Crown was a great entry and I for one would love to see more levels of it in the future.


I'll take a look and rate your game!

Here's mine.

This is another one of those games that handled the scope of the project perfectly imo. The incremental power ups and brief 5 day window to pay back your debt is the perfect length for a short jam like this.

The game also makes great use of the color palette, with clear and very cute graphics. Personally, I love the general look and style of Old Sam's Gold. 

With the secondary theme clearly visible, this is a VERY promising entry and one of the best and more complete ones I've played, with a unique hook/playstyle to boot. Well done!

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This might be the highest rating I've given so far. (Although it's close.) This game is super charming and honestly, extremely polished. It feels like the scope is just right for a ten day game jam, with what I believe is a team of three and I "finished" the game in about 20 minutes.

Although the concept itself is really nice and the gameplay different from anything else I've seen here, the way it was executed and presented was very impressive. I loved all the spritework, the animations, the smoothness of the movements, everything was just perfect in that department. 

The game controls just like you'd expect and I'm sure if given more time, the fishing game mechanics themselves can be developed a little more. What's there is already good.

I'd honestly love to see more of it, with just a few difficulty adjustments and even more of that amazing fish art and the incredible "store man" who looks both worried and excited every time you visit the shop. Super awesome entry. More people should rate this!

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I came across this game while randomly scrolling through submissions and had to try this game because I recognized the Voynich Manuscript reference. I've always loved that mystery and was pleasantly surprised when I saw the devs take on it. 

Dialogue is well written, which you want from a game like this and the graphics are very servicable, especially in the cutscene illustrations and transitions (those were really smooth). I see you're weaving alchemy in there too ;)

Full disclosure: I haven't finished the game yet because I feel like it might take some time to do so, however I'll definitely be coming back to this in the weekend, when I can take my time with the story.

All in all, Elusive: Voynich's Garden is a really solid entry.

Thanks for playing it. Wish we had more time to finetune the difficulty but such is the nature of a short jam.

Thank you so much for playing the game and for your detailed review. You got pretty far into it, which is awesome to hear.

Also the specific feedback in regards of difficulty is really useful.

I appreciate it. We wanted to break up the dungeon crawling gameplay with a fresh way to get some random bonuses. 

Thank you so much for playing the game!

Thanks so much. Maybe we should have toned down the difficulty a tad. ;)

Thank you for playing and for the bug report! The ending was very rushed. I think we'll finish the game soon and upload a "final" polished version after the jam has fully ended.

I really appreciate you taking the time to play it and make a comment like this! We're happy it fit the theme. This is our first jam and it's nice to know some people enjoyed what we made.

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I enjoyed this one a lot! On the face of it, this game is super charming and has a nice, clean, simple visual style but the true value is in the gameplay, which goes out of its way to be unique and somehow manages to pull it off.

It drops you into several different combat mechanics, throwing and retrieving the coin on screen and running a coin shop where you gradually learn to spot the fake coins, something a little akin to papers please but with coin salesmen. 

It got a little confusing and slightly overwhelming sometimes but if you go with it and learn the mechanics, it's smooth sailing. There is some real depth here, which is crazy given the time allowance and the rules of this jam. 

Awesome job! If you ever make this into a full game, I'd love to play it more.

I finished something old, something gold and had a good time with it, even though the gameplay is rather limited.

The things that shined most for me were the visuals and sounds.

Sadlilbirb chose a good palette and made good use of it too, keeping the sprites simple and clear. The sounds were also minimal but I feel like it captured the gameboy feel very well! In general, this game feels like a true gameboy game and it adheres to all the limitations of the Jam, as well as does a good job in portraying the second theme.

The game itself is rather short and the fighting at times feels a little clunky. Like I said though, I still had fun playing this game and would love to see where, if anywhere, it goes in the future! The UI was really nice though. I like that you didn't need bullets for the gun but you did have to wait for the reload. It made combat feel a little more interactive. The fact that skeletons blow up when you beat them with the hookhand was funny but felt hard to avoid sometimes.

All in all, good experience and a solid base that is commendable for spending only ten days on it. Well done!


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I wanted to do my due diligence on all my queued ratings for the Jam!

Very nice and smooth gameplay experience. This plays like a fine platformer and you have full control over your character.  The level design was actually very competent, with the shark chasing level being a definite standout. There were a couple of quirks, like moving your character while the camera is still on the boss but all in all a very enjoyable playthrough. 

For the alloted time and constraints put upon us, I feel like this is well on the way to becoming an actual game. And a very good one at that.

Good to hear!

Now here is an entry with a real GB-soul in it. You captured it beautifully . Loved the battle-sprites. It is clear you put love into this game. 
Great lore too. You should expand this further. It has real potential. Glad i could play it. I will say, at one point i tried to run from a fight. But i failed thrice in a row, i think. Not sure if it is bad luck, a hidden stat that makes it impossible or unlikely to run, or maybe a small bug.
But the alchemy hook was pretty dang cool.

Wow. Seriously impressive to make a 3D-environment in such a short amount of time. Hats off, matey. I didn't see how long a round lasted, and i found a few spots where you could camp eternally. But it was most impressive to walk around the deck!

liked the tune! And your poster art is very cool: very cinematic. Sadly, I am not sure how to get past the first boulder. Maybe a bug? Maybe just a skill issue. I tried several times.

Thank you, I'll take a look at yours.

The fourth game I've played for the Jam. Old Gold, Old Bones was a game that was right up my alley. An autofighter where you collect gold by defeating enemies and then spend that gold in between "rounds". It's a concept with so much potential and given the limited timeframe we all had, Eakka Labs delivered big.

The hue is the first thing that you'll notice and it's certainly a bold choice going with a grayscale palette. I think it works very well with the overall style of the game and the gameplay itself. Everything is very toned down and understated but it's also, maybe in part thanks to that, a really smooth and straightforward gaming experience. I mean that in the best way possible.

On a personal note, I loved the designs of the three main characters, everything from the visual appearance in the dialogue cut scenes, to the way their abilities and attacks differed. 

I finished the game and I'll finish it again if it ever sees an update. I think there's still interesting avenues to be explored, although what's there now is truly good.

Third game I've played from the Jam. Guardian of the Treasure knows what it is and plays around with a few different concepts to explore the genre of a top down shooter. As far as I could tell, it adheres to the limitations set upon us by the jam, so in that fashion, it certainly succeeded! Although the second theme interpretation seemed to be limited to a joke in the description.

I enjoyed my limited experience with Guardian of the Treasure, even though I was yearning for a slightly more polished experience from time to time. I hope the dev tries to iterate on what's there already as the controls, gameplay and general fluidity of the game are solid and the potential is certainly there.

For a solo dev on their first game jam journey, I couldn't help but relate. It's our first time too and so many unforseen issues can just manifest out of nowhere. 

As the game dev said in their game's description: "I hope that in its current form it will give you a little while of fun" and that it certainly did.

Oh dang! I meant do include a downloadable version too but the upload didn't go through well or I configured something wrong. 

I hope you could get it to work on a different browser perhaps? If not, thanks for trying to play it.
People have been able to play it so far, so lets hope it's an anomaly.

Second game of the jam I've taken a look at! 

Right off the bat, you're a peg-legged pirate, on the look for Doubloons.. It's a straightforward interpretation of the theme but I am a big fan. It seemed you put a lot care into the title screen, as well as the main character sprite as I especially enjoyed those. 

Other visual elements were simple, but very clear. I love the topdown perspective, with the walls all leaning outward, especially in this kind of game.

Now, the dev said the game was more a proof of concept as he suffered from overscope and yes, that's certainly true. There isn't much gameplay to speak of, you walk through room after room with the same enemy, defeating them and collecting the coins that drop.  So, after I got to about 100 coins, I decided to stop playing there.

Now don't get me wrong, the parts that are present are very solid. I'm a huge fan of these types of games and I could very clearly see that if you were afforded more time, this could have turned into something more and truly good. 

As a proof of concept and for its potential, I very much liked The Cursed Doubloon and will be keeping an eye on possible updates.

Oh boy, this is my first rating of the jam and what an experience it was! 

First off, the game is long. I played for over an hour and didn't finish it yet. Although I'll be coming back to this one. (too many games to rate and so little time.) It's a metroidvania style game in which you hack and slash your way through several rooms and corridors, find upgrades and backtrack to progress. 

The art and style of the game really did it for me. I thought they were great. The animations of the attacks stood out especially. Very minimalistic approach but you did a lot with very little.

The gameplay was a really smooth experience, with the directional hits, combined with the wall jumps making for some really skill based progression. It just feels cool moving around in this game. 

As for the secondary theme, I didn't notice a lot of it. It is of course woven in to the story and as I said, I didn't finish the game, so more of the theme might be obvious deeper into the game.

Very solid soundtrack and sfx, although the sound did stop completely at seemingly random times for random durations. Didn't happen that much as to be an issue.

Although some of the animations (like the double images behind the main character and the after death particles of the enemies) didn't look very "gameboy" to me, it amazes me what you've been able to accomplish in only 10 days, with the limitations that were put upon us. If this first game is any indication of the average quality of the Jam, it's going to be a hardfought competition!

We'd love to get a rating as this is our first jam ever! I'll check yours out.

Rest in Riches

Hello! We're open to any kind of feedback, since this is our first jam.

In particular we didn't have a lot of time to playtest, so difficulty might be skewed a little.

Rest in Riches