So glad you found and enjoyed it!
Awesome video, I really appreciate you making it! I smiled knowing that someone actually "got" it 🙂
Nice work catching the mouse hole normality! 👀
RikOclon
Creator of
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Thank you for playing! My apologies for it being a bit confusing.
Each day consists of 3 haunted rooms with 4 walls each. Heading North (compass at top) progresses the rooms, and after the third haunted room you enter a room with a yes or no button. The very first day shows you how each room is supposed to look, so on that day it wont let you choose "Yes" because nothing is normal on that day. Passing through the door in the reporting room progresses you to the next day and the room after tells you how many days in a row you've gotten correct. Every day after there may or may not be something normal, and both the "Yes" and "No" buttons now function. If you get it wrong the "Correct days in a row" goes back to zero, but if you get it correct then the number increments.
So in short heading North to the end of the series of rooms progresses the days, but reporting incorrectly resets your progress.
Thanks for playing! Glad you thought it was cute!
There really isn't much more depth to it than what you described. The pet health increases when they have food and water, and you can put them to work to make money. you find more coins and up to 3 pets in the dungeons. When a pet is tired they earn less money. The faces of the pets change based on how much health they have and if they are awake, tired, or asleep. They lose health when they aren't cleaned up after or begin to starve. The more dungeons you clear the harder the puzzles get. With all three pets, management comes more into play, but you earn 3 times the money. Also after the work counter hits 99 and resets back to 0 that pet earns twice the income. this can happen twice for each pet.
I appreciate your response, and in answer to your question, no, I dont think arrows would help.
To me "running out of time", while certainly an optional theme, didnt seem to cater to the gameplay or other mechanics.
If the goal was to fit more mechanics in then you achieved it, but as a player I was left wondering if it would be more fun with less. Perhaps its just a matter of taste, but replaying the same level (medium difficulty) to learn it better instead of eventually advancing to its end, even if it takes me a while, felt discoraging and made me feel less enticed to play a game that I was originally excited for. I didnt even care to try hard mode after a few goes at medium. It felt a little punishing to not let me advance through medium because I had a slow time. Maybe giving the players an option to restart when time hits zero could be an option.
Why not allow progression and start to deplete from points when im out of time. Having a negative score at the end and still allowing me to see all the content might have felt better than cutting me off from content I was interested in playing, even if I couldnt do it quickly.
I used to play a lot of Marble Madness, and it had a similar issue. I loved the levels and exploring the content, but it was very tough to see the end beacuse when you ran out of time it was time to put in a nother quarter and restart. Which made sense in a coin op or even game rental environment, as frustrating as it felt as a player. But games have since moved away from this for multiple reasons. Mechanics like this may help to keep the hardcore players involved for longer, but they also have the side effect of causing the casual players to move on more quickly.
Hope that makes sense. Either way its still a very strong project that you should be proud of!
Thank you for playing! Excellent feedback!
I was trying to get the player to stop after teleporting but couldnt seem to figure out a way to do so. When I slowed the player down it felt too slow and didnt really fix the problem. Moving one tile at a time felt like too many button presses. I agree that it feels slippery and doesnt feel good when you hit an unintended teleport.
Telling the player where to go would defeat the purpose of the puzzle aspect of the game, not to mention I can't think of a way to telegraph this on the game boy. Granted its not a very robust puzzle system and more of a memory game or maze. Anyways thats what I came up with given the limitations of the jam and game boy, which was a huge challenge in it self.
Mostly I just wanted to see if it could be done. I didnt spend much time thinking about if it should be done.
Thank you again for taking the time to write about your experience!
Thank you so much for playing and providing fantastic feedback!
I agree getting to full health does take a long time, though they do start smiling at 60 health.
The coins seem scarce at first but one unexplained mechanic is that that when the work counter gets to 99 it resets and doubles your pay. It does this twice for each of the 3 pets.
I ended up cutting the turn based battles because I couldnt get the text to do what i wanted within the 64x64 limitation. Also it just didnt seem fun given how simplistic it had to be in order to fit. So instead I opted for obstacles to try and avoid. I do have a GB Jam JRPG for game boy called Demon Fish Dead Ahead where the main feature is turn based combat, if you are interested, though its not very pokemon like.
Thank you again!
Music and choice of samples is phenomenal!
Loved the gameplay. This worked great, but part of me wishes each block was a quarter of its size for a bigger play field and room for combos and less stress from those pesky sabotaging metal blocks.
Would absolutely play more levels! Keep up the amazing work!
Very cool mechanic!
It took a few minutes to wrap my head around what was going on when you move the row of rooms on the map, but once it clicked I enjoyed it. I do wish there were combat or obstacles. More levels would be awesome!
Really cool little mini-map! I also like the role reversal concept.
I hope this is a proof of concept for a larger game with more features, because I would play that!
The helicopter and lighting looked good!
I had trouble staying alive. I caught some fish and debris but couldn't refuel. I did find fuel once, but needed to use fuel to get it, so when I was low I landed thinking it would refuel me, but it did not. Then I exploded. It was a little hard to tell what things were, like the fish and other things in the ocean. I wasn't sure what to do for the most part. I couldn't figure out why I lost some fish and caught others. I'm not sure if the fuel was really necessary? It seemed like it would be more fun if fishing and maneuvering the helicopter were the main mechanics. I also couldn't figure out what the bars were. I think The blue one was fuel because it kept running out. Also The fuel with the x through it confused me and I thought I could catch it.
Very interesting idea fishing from a helicopter!
You're very welcome! I did use a light sigil but it didn't seem to help much. maybe a torch that the player held, or a headlamp would have been more useful then placing sigils? Just a thought. I don't ever mean to be overly critical, but I do want to give honest feedback that can help you to improve. So please don't take it personally or too hard. Games are always tough to make and the fact that you got it to this point speaks in volumes! I really would love to see it more polished, because its a cool idea!
Cute character!
I had trouble with the platforming and combat aspects of the game. I didn't make it very far and touched lots of grass. The controls felt very clunky in full screen for some reason. It was better in normal res, still very difficult and frustrating for me to maneuver the player. The attack didn't make much sense to me and I didn't understand the different colored crosshairs. The save mechanic also only seemed to kill me because the grass was over the save point. I wasn't sure how saving was useful. The trap door with the button closed before I got there many times.
The key doors worked really well! Keep with it! The fish enemies were also cute.
The idea of making a first person 3D low res game is cool!
I really wanted to like it, but I kept falling through the floor or walls.. I couldn't tell what was what or why I kept falling to my death but I watched the level as I fell, ruining the immersion of being in a cave. Wasn't sure what to do then finally figured out I could break the first barrier only to continued falling off the level. I did eventually find a switch that seemed to control platforms but fell again. I got frustrated and gave up. I wish more time was spent on the first few minutes of gameplay so I could have gotten the hang of it, but it was too hard to see what was going on. Nothing made much sense to me unfortunately. Would give it another go if it was easier to play.
Cant wait to see a more polished version! Definitely stick with it!
Really cool role reversal!
Some small indicator of when to hit the button would go along way here. I flew over the final boss and saw his corpse before he was dead. There wasn't much challenge to the game. Stun felt OP. The music was great, but in the first area it doesn't loop and just cuts off abruptly which was a shame.. Really great tunes though. Longer battles would have been appreciated.
The story was very funny and I loved the art! The rolling slime character, Gooey, is adorable!
Really emotional and relatable cutscene !
Some levels felt much easier than they should have been, others felt a little un inspired, but I was glad there were so many. The last level was the most interesting, and I wish the whole game was more like that. Sometimes the worm's collider felt too big when trying to fall from bricks, but also felt too small when trying to collect hearts. Would have loved to see another cutscene at the end. The enemies and obstacles didn't feel punishing enough. Over all I wish there was more of a challenge, but I did have fun.
Cool mechanics! I liked flapping and shooting as a worm! Awesome job!
Really cool idea!
I wished that the treasure stayed on screen a little longer, and that the player blinked when hit. Sometimes it was confusing to know what side of the ship each button shot from, but that was part of the fun. The music fit the theme, but it wasn't very creative. Innovating or riffing on the song may have helped it to not feel so repetitive.
Really solid work! I didn't make it to the boss, but kinda want to try again. The art looks great given the limitations! Awesome first jam! Keep it up!
Cool concept! Fun to control!
I would have liked to see the harder sub-levels, but lack of skill prevented it, because the time continued between sub-levels. Hitting the +time blocks only seemed useful if it happened on accident. I really liked the sound effects, but would have loved to hear more. The time blocks were hard to read when rotated. Sometimes falling felt a bit floaty. The difficulty felt artificial. I enjoyed playing it, but felt like I was gated by not taking the time to memorize the courses for speed. The fun to me seemed to be in exploring the levels rather than racing. Perhaps a better way to race would be against other racers instead of time. The points felt like a trade off to time, so like if you got more points then you would have less time which seems a little counter intuitive.
Loved the nostalgic vibe of rotating the level around the player! Very sonic in a good way! Great work!
I loved the art and the uniqueness!
"That" puzzle was a little bit more than I was interested in doing, but the rest were nice. Not too hard not too easy. I felt like I accomplished something by the end. Could have use a little more in the way of player direction or hints. At first I was like what the heck am I even doing, and some players might get frustrated and leave. I was glad I stuck around to try to figure things out. Some endings felt like loosing.
Really awesome animations and effects! Clearly very strong programming skill were used here! Great job!










