From what it appears the game is not the important part of this jam: it is about having a develop that show you are taking steps to improve the game
Eli Haun
Creator of
Recent community posts
Yeah, i noticed too late that the >= for the lvl check was set to ==, so once you get PAST level 2 you cant get to level 2 any more. but thanks for the kind words! I am working on a post-jam version, and one of the first things I am changing is the encounter rate from 1/8 to 1/20. After playing it it seems WAY more bearable. I cant figure out how to make it deactivate a trigger after it has been triggered, but that is why you can get back to back battles. I'm trying to find a way to fix that as well. Thanks for the kind words!
I speak for myself but I am not a fan of 'coyote time'. It always feels super off if it is required. It should be used as a way to make the game more forgiving, never as a core mechanic.
I know that probably sounds harsh, and for that I am sorry. Overall I like the game, and the 'floatyness' of it was actually a good idea (requiring momentum to get to the next platform). reminds me of Super Mario land 1 for the Gameboy
I went from trial 9 to trial 5? I think the idea is good, but I am not really sure how to play beside 'do the unlucky thing'. The idea seems solid, but some options didn't make sense in the time I had to process them
Also, the 'bell' sound was REALLY highpitch and hurt my ears a bit. I think what is here is a good start
After beating a dog on the way back to the witch I moved north a bit and got stuck on a black screen. the music was still playing, but the screen was just blank
But up until then i was having fun! I like to imagine the cat is just pawing adorably at the dice. The combat was fast but interesting, and the art was very gameboy-esc. Good job!
I love the style, the story, and the idea of this game. I just cant get very far because I am not great with this kind of precision platforming. but that actually works, because a LOT of Gameboy games had really tight and wacky platforming. so, it feels like it could have been a real game from that time period. And for that, I put 'gameboy soul' at 5 stars!
I am not gonna 'review' the game because you marked it as unfinished. But what I WILL do is give some advice after reading your develop: Give up on your ideas. Not like THAT, but what I mean is don't get married to a single idea. Be willing to throw it out the window and start again from scratch. I had to do that for LudumDare50. I had spent the first 2 days hand drawing art to use in my game, and on the last day I just couldn't get it to work. So, I threw out all of my drawings and started fresh. I ad a LOT less time, but I was able to look at the time I had and make a much simpler game but with a better foundation. So, never get so stuck to a single idea.
It took me 101 rolls.
I think there was a good idea here, but it needs to be WAY more fleshed out. If I had to give one bit of advice, I would say add a small sound after every miss/hit. I was legit starting to fall asleep, and getting the same thing over and over didn't help. But I love the art, and think it could repurposed into a more involved dice combat game. Maybe you start with X amount of money, and you have to bet on dice to do damage. so instead of HP, you have poker chips, and after you lose you have to start over? don't know. I also like how each monster was shaped like a number, but not obnoxiously so.
thanks for the compliment!
Yeah, I think the bug was my not paying attention. I was working after the jam (and the comments about the encounter rate) to polish the game a bit, and noticed that for floors 2+ the if statement that SHOULD have let you progress was set to equal instead of greater than, so it was a game breaking glitch. I am working on fixing it and the encounter rate. for the encounter rate I am changing it from 1 in 10 chance when entering/leaving a 16x16 trigger to a 1 in 20 chance. After making those changes I was able to beat it pretty quickly (and I changed the 'you won' condition to after the player attack instead of the enemy attack, making it a lot more intuitive)
Thanks for the praise, and I am already working on fixing the criticism (I joined the "improve my game jam" to work on improving the game). I was going for a Final Fantasy style combat, but didn't have time for more complex damage types. Surprisingly there does not seem to be any 'random battle' tutorials for GB Studio, so I kind of had to figure all of it out myself, but wasn't able to iron out the issues in time. Thank you for playing!
So, this is perfect for me. I JUST finished a jam, but realized after submission that the game was 1) unbeatable due to a >= being a ==, and 2) generally buggy. I already fixed a FEW of the issues before I found this jam (which is how I know about the bug), but will wait until it starts to really work on improving it!
The one question I have is about the devlog. the Jam I submitted the game I want to improve on was for GBJam13 (Link here). In that jam, we are not allowed to make changes to the game/submission until the voting period is over (Which is on October 6th). Can I make a Different project and merge it with the existing after the jam? Would that mess up the voting/visibility of THIS jam? Like, Can I have a private submission that I make the changes to? i don't want to have 2 versions of the game each in their own page, instead I want to offer the 'jam' version and later add a 1.x version after I make improvements.
Any idea on how I can make this work for this jam?
Thank you! I was trying something new, so that is where the combat came from. I already know a few ways to make it better next time too! (which is the whole point of jams: to learn to do better for the NEXT time :) ). I was gonna have more enemies (I had art for 3-4 unique enemies per floor, with a level up and damage trinity system(magic, phyical, and luck-based), but that was WAYyyyy over scoped, so I cut it down.
My 2 biggest things I should fix for next time is: 1, put a timer between encounters so players don't have back-to-back fights, and 2) put the monster loss condition after the player turn instead of the monster turn.
Thank you for playing!
Overall I like the game, and beat it fairly quickly. I will say I spent a good minuet doublechecking the last level for the elevator. I would suggest adding a 'you won' screen after you cleaned the smiley face. But overall it was sweet and short.
(edit: I also LOVED the fact that the vacuum sounded like a guy talking in a gas mask. don't know if that was on purpose, but it works very well)
Love the vibes of this game. Feels like it could have been on an actual GB cart.
Only real critique was that I was SUPER confused at first because the Z/X keys were opposite of the A/B (the screen says 'B' is on the left, but if you hit the left button ['Z'] it input as 'A') I know this is nicpic-y, but something I noticed
Loved the game and had a lot of fun (didn't beat it since I am trying to spend ~5 min per entry, but I might come back after I rated the rest. It was that fun)
You went REALLY ambitious for a gamejam! I can see what you were going for (watch out for stray lawsuits. That's all Im gonna say...), and what is here is decent. My advice would be to scope down your project. Other than that, the thing that stood out the most to me was the light switches. It was a total surprise when I interacted with it, and that surprise brought be a bit of joy; Like being a kid and finding an Easter egg in your favorite game.
I got ending B!
I'll be honest, I kind of had to force myself to keep fishing. I was able to power through it, but it was rough. (but don't worry, people say the same thing about the spawn rates in my game!). Maybe add an option to 'sleep' and skip a few hours, or a slightly longer fish time equals more time passes?
Overall I like the idea, and the story was nice. Was this a sequel? It felt like we started in the middle of a story instead of the beginning.
Like the game! It felt like a weird mix of Dr Mario and puzzle quest. One issue i do have is that I am not sure what is considered a 'run' and what isn't. sometimes I would have 4 in a square that would score, and sometimes it wouldn't. It felt like there was a logic to it, but without being able to read what it was it makes it a bit hard to master.
Overall a great game though! I think the music was perfect too. really quirky and evoked the 'puzzle game' tone
Is it weird that I was hoping, regardless of how many times you said in game that the game was incomplete, that there was more? A sarcastic game where you are looking for a thief but after investigating it turns out there was no theft, because the artist forgot to draw the item to start with? I feel like that would have been a good little in-joke
I keep dieing! You asked for constructive criticism, so I have a few things that stood out to me
1) It seems that EVERY mistake you make is instant death. I understand it is a zombie game, but there needs to be a little bit of forgiveness. Players expect these kinds of games to have multiple ways to play, but as of right now there seems to be only 1 for each encounter. the cave for example causes instant death if you investigate, instead of just taking some resources
2) if using all your scrap will automatically cause the car to stop working (and the player should know that in game), then being able to 'buy' parts with all of the scrap should pop up a warning
3) Related to point 1, make more interesting ways to deal with situations. get creative, get zanny!
Overall I love the idea of this game. it reminds me of a mix or organ trail and chose your own adventure books. Would love to see a more fleshed out version









