Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Roy Nathan de Groot

36
Posts
1
Topics
4
Followers
11
Following
A member registered May 18, 2018 · View creator page →

Creator of

Recent community posts

It's crashing in combat? That's weird. There are some more screens: you can jump in the well and find secrets, three types of enemies and a non working boss. The game only came together in the last few hours, so missing a bunch of content. Like you can equip stuff, but the chest seem to not return the correct loot...

I hope to add more. Thanks for checking out the game and reaching out. Much appreciated 👍 

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!

Definitely congrats on finishing something, it's a hard step. It's a reason I love game jams so much, the force you to finish.

Every engine has its pros and cons. I also started with RPG maker back in the day, but found I wanted more freedom in the way I make things. You could start building small parts of your game in both engines to find out what works best for you :)

Great presentation and good amount of polish. I have the same problem I have with mario party: Some animations are just a bit too long. So you don't really get into the gameplay. The rest is really well put together. Congrats!

I crashed once at the start when I moved the second character with first director on the square with a house on it.

The combat and music were very good! It would be really cool if explosions from the chest would also hurt nearby enemies. A minimap or realy showing indicating which direction the goal is in would be a nice addition, because I felt a little lost at times.

I'm a game maker user myself, so if you need any tips or help. Let me know!

Very good for a jam!

This feels a lot like spooky mario party (in a good way).  The vibe and the mechanics fit well with the theme of the jam.

I think it might be better to have the player stats in screen all the time (maybe use the bottom part of the screen), since I was a little lost before finding the tab-key.
After you win or lose I'd suggest going back to the title screen so I can play again. Now I had to exit and restart the game again ;)

Thanks for the cool game!

(1 edit)

A lot of cool ideas that maybe need a little bit more polish. I managed to find a cardboard box and the exit before doing anything else, which mentioned I got away safely with the dice :) So maybe a global variable that tracks where you are in the storyline/questline is a good option?

Maybe add a few more bars of music? The short loop gets a little repetitive over time.

Congratulations for finishing on time, I had trouble with builds as well ;)

Since this was made in unity, may I recommend making a web build next time? People are a lot more willing to play a game if they don't have to download it.

All the character designs are super pretty and the deckbuilder very well balanced for a jam game! I think i'm missing how missing is rewarded? Is it that you get a new set op caps?

Amazing game tho, would have loved to have this on my GB as a kid!

The concept of the level being the same layout with more bad luck is really cool. Especially finding new like the cave. Agree with the below comment, that lucky coins was lost. Maybe add a money cat meme :'D

Congrats on a great gamejam game!

You guys need way more votes. Is it a platformer? yes, but is it a very good puzzle platformer with a bunch of levels? YES! I got softlocked in the temple, by ending up inside an arrow shooter, but amazing that you made three worlds each with a number of stage. Congratz!

Feels like a classic board game where being unlucky loses you the game. It wasn't very clear that I could only roll for stats after rolling to move and not landing on a skull. It was interesting to figure out the mechanics tho, added to the mystery! Congrats on a fun entry!

One of my favorite games of the jam! Just so brilliant in its simplicity. The batteries in my gameboy would have died out daily if this game was out back then!

All the movement options feels great and very polished. Its super cool how all the buttons respond to input and you even implement touch controls! In the second level I also got stuck at the bottom, it looked like the screen transition kept moving me between two screens?

Story feels very relatable, I will revisit this again later to try and finish the game. It's a blast to play!

The game was supposed to be more of a tribute to Gargoyles Quest, with a platforming section in the caves. Also the caves were gonna be dark, so you'd have to find a torch too. It was only after I ran out of time coding, that I figured out how much of the game depended on more level design :')

Thank you for sticking with my messy prototype and beating the boss!

Thank you for playing! Spend most time on the pixel art while still thinking of a good core mechanic. Managed to squash a few bugs, so those will be posted after the jam :)

Really like the concept/story of returning the lucky items. Would have been cool if they gave you a little power-up maybe. Overall very nice. Sometimes it was hard to notice if I got hit or not, but I managed to beat the final boss on my 5th try haha. Great job!

Such a great game, and tackling two jams at once no less :) Oozes with style, big fan of both the art and music. Can't wait for the new tracks! I wonder what the actual skill ceiling is since there is a fair amount of luck involved.

Small bugs that you might already caught: For me the X button doesn't always register and the timer finishes without the dice actually falling. 

Can confirm that it unfortunately doesn't work. Next year, see if you can create a web build. Those are best for game jams to make sure your game gets played and rated!

Très bien! I like how clear your gameplay is: Showing how unlucky you can get with a single dice-roll. I guess adding more would just dilute that design decision. Even if this leaves a simple game. 

The unique monster designs kept me going and since there was no fail state I never got frustrated with bad rolls :)

39 dice rolls for me.

Yeah I didn't scope well for the time I had available. Changed the core mechanic on the last day, big no no's for game jams :)

Thank you for playing! 

You've captured that gameboy soul very well! Really like the music. Amazing that you managed to this by yourself! This is a very hard genre for a game jam (I should know) so congrats on getting as far as you did!

Cheers!

As said before the music really adds a lot. It's a very fun game altho for me the difficulty ramps up a bit to fast. I sometimes feel a little bit lost in the level, so maybe some indicators as to where objects are could alleviate that a bit? Would prefer it if the level select started on the last selected/unlocked level, as I replayed the first level a couple of times on accident and once you're going you can't stop haha.

Great job!

Thank you polyducks. It was my own fault for not uploading and testing the build earlier. Windows build is so much faster to test...

Will definitely be joining next year. Thank you all for hosting!!

Yeah, I totally forgot to upload an earlier build. Just to have at least something up! No worries tho. I'm happy with what I was able to build. Really love this Jam :)

I missed the upload window by 10 min. The web build failed at the last minute, so I did a windows build (https://pixel-icious.itch.io/lucky). Good learnings for next year. Better "Luck" next time I guess :)

Good luck  to everyone who did finish on time! 

As others said, the art is great. The gameplay starts of a bit to fast for my taste, with almost no time to figure out/remember which card does what. Only after playing multiple times did I get a hang of it. Maybe the chaotic nature is by design, as you do feel the urge to protect your spirit world :) Great game for the amount of time!

Very good looking concept and fun little puzzles. If you all had managed to get a nice win/lose this would have been even better, so very much looking to the post jam version!

The concept is pretty cool. Thought it was a bit random until I noticed my own goals! Then I got a lot smarter about pricing :)

As feedback: Maybe making the negotiating a little more engaging than a hero just accepting or rejecting would be cool. Then you could learn more about the different hero traits and price you quests accordingly. Also maybe some more info and values of the different items?

Anyway, great for an 48h game jam!

Amazing art, concept and writing. Feels super finished for just 48 hours, great work!

Fun concept. Only issue I have is that they escape the sheep pen really fast and aiming/directing them in again is somewhat hard. A level select would have been nice, but was fun to play. I like the lil hat

Nice first game. The art has a nice retro feel to it, me daughter loved it :) Like that the game is played right to left, since mario games are usually played left to right. That was a nice touch ;)

Nice first game. The art has a nice retro feel to it, me daughter loved it :) Like that the game is played right to left, since mario games are usually played left to right. That was a nice touch ;)

Nice first game. The art has a nice retro feel to it, me daughter loved it :) Like that the game is played right to left, since mario games are usually played left to right. That was a nice touch ;)

Simple concept and execution, but good presentation.  Since you can't lose the game there isn't much challenge, but is was a chill experience either way :)

Fun concept and puzzles. I sometimes couldn't see where the player was and the finish seems to be the same sprite as a dead end? but the rest was nice and clear. I don't know if this was by design, but the slow down effect stacks so the train can become super slow haha. 

The characters looks great and are very expressive, the music is awesome and the concept is really good. It's probably by design, but I wish the skeleton group was a little more reliable in terms of following you around. Still the fear/panic when meeting the knight is great.