Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Go! Go! OtomosView game page

Submitted by Harote — 12 minutes, 14 seconds before the deadline
Add to collection

Play game

Go! Go! Otomos's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#392.7143.000
Innovation#472.4122.667
Ambience#542.0602.278
Overall#552.1012.322
References / Humor#551.8592.056
Gameplay#571.4571.611

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I got to level 3 working through the small bugs, but on level 3 i could not get CC to accept the Gigi from the Otomo and in my attempts, I got one of the Otomo to become half misaligned with the grid. From there the bugs started going crazy so I had to quit. The concept is interesting, but the random movement when away from CC is annoying most of the time. Especially when I was just re-clicking a tile to try to "RNG" my way to the Otomo moving next to Gigi. 

Submitted

The art is cute, especially Gigi. The collision is buggy, the Otomos would be able to walk through walls or are unable to walk on empty spaces.

Jam Judge

The game concept is interesting, with Otomos having better coordination when near CC.

However, the game was too buggy for me to make things work and complete a level properly.

The pixel art is good, though!

I would love to play this game again once it works as intended.

Improvement suggestions:

- Character positioning doesn't seem to match their visual representation on the map. Sometimes I would be stuck in place against an invisible wall or attack air and hit an enemy placed somewhere else. Make sure to update and hold their position data properly. Also make sure to reset this information when starting a new level.

- Player turns are not clear. I recommend having a visual of the turn number and character action order somewhere on the screen, so that the player knows who's turn it is to act.

- Tutorial could be improved with some example pictures.

Submitted

I was actually pretty excited after reading the description on the main menu. I was looking forward to the gameplay, expecting it to be somewhat puzzle-like. 

I didn't get the controls figured out. It wasn't clear when my turn was done. It wasn't clear why I could sometimes move CC and sometimes I couldn't. Often I couldn't move her in directions that had no obsticles but then just trying buttons until something worked would move her somewhere else! The otomos would also often move diagonally instead of moving to the adjacent grid I had clicked on. I was constantly trying to figure out if I just didn't understand the game or if I was encountering bugs.

I felt the game did fit the theme very well. It tied the theme both into the premise and directly into the gameplay. It was also certainly original and innovative!

I probably will come back some time to see if a new patch has been posted!

Submitted

Like many others have mention, this game has quite a lot of jankiness (especially more in the updated version). However, I do find the idea of the game quite interesting, the thought of the 'troop' needing to be near their commander to stay organize is a neat concept and very adorable in this context. 

What I feel like this game really needs right now is a proper tutorial to teach the controls of the game, because I do find myself questioning 'Why can't I give Gigi to Cece?' which I did it once but any other time it doesn't register.

As for the art, I think its pretty cute and in line with the theme! Good job for the entry and never give up to improve!

Submitted

The game is so jank that I couldn't even finish it properly D:

Firstly, the tutorial just explains the premise of the game, but it never explains what the controls are or how you're supposed to do what it's asking you to do. But even when you get past that the gameplay itself was bare. Take the first level for example. According to the tutorial I'm just supposed to bring Gigi to Cece but really the only obstacle is a single Grem that moves half the rate you do so you can just sidle up next to it and punch it to death. And that's if the collision is registering correctly. I found the only way I could hit the Grem was to stand behind it and attack downwards. For whatever reason that's where the hitbox of the Grem was.

Second, completing the game is almost entirely dependent on RNG because of the angst mechanic. I can try to get close to Gigi, but the Otomo will move in a random direction anyway so it doesn't really matter which direction I choose for it to go. I'm sort of just there spamming the button hoping it wanders towards Gigi. And even when I get a hold of Gigi, I can't approach Cece because the spaces directly next to her can't be selected while I'm carrying Gigi, and I can only approach her from one specific tile underneath her. And when I brought Gigi nothing happened.

Another side effect of the angst mechanic is that if you're next to a wall, the randomised direction of movement will sometimes make me walk through a wall. Which is, y'know.. weird.

I kinda feel bad going off on this game because I can see what you were trying to do, and I acknowledge the effort you put into making this in the time provided. You don't have to present a complete game or anything, but at the very least I hope that it's something playable even as a demo or beta.

Don't take my comments too personally, I hope. I say all these things so that you consider these words and use it to help improve your game or your skills. God knows I too need harsher critics in my life to help me strive to be better. I hope none of what I said discourages you. You managed to get a simple (albeit broken) system down, created genuinely cute art, and tried to assemble everything that's there by yourself. If only for that you should still feel proud of what you made. So for that I say good job and congrats on the submission! o7

Developer(+1)

Not worry, i am aware of all the jank of the game. The tutorial definitely can be better, the controls isn't that simple or even consistent. About the RNG of the otomo, isn't completely random and also wasn't unfair. The level 4 for example. The idea was to eliminate the grems of the path so you can bring cecilia closer and thus moving without angst. Even saying that my art was "genuinely cute" made me happy as hell, Thank you so much!

Submitted

Wait you can move Cece closer? D:

I do really commend you for being a solo jammer and still being able to make anything at all. I believe jank is all part of the jam experience. You're doing great. o7

Submitted

This game definitely has a lot of jankiness (in some ways the post-grace period version feels even jankier than the original version) but there's definitely fun inside of that jankiness! I was able to complete every level in both versions (more or less, bugs got in the way of actually finishing some of them). In some ways, working around the jank felt like a layer of strategy itself, LOL. It does feel a bit slow and unwieldy a lot of the time, but the chill music made it so i didn't really feel impatient about it. I like your take on the theme, and I think you did a good job on the level design (especially in the updated version) and the art.

Developer

Somehow you ended playing my game more than i did LOL, the level design issues in the original version was because i made it in the last hour. Thank you for your kind words!

Submitted

Cute game! I couldn't really get a handle on the controls, so I only finished the first level, and just tried the other ones.


I like the idea of otomos needing to be closer to Cecilia to be more effective, you can definitely do some fun stuff with that. I found a couple of issues, like moving otomos outside of the map (one time I think one got stuck in a grem and jumped across the map), or just getting stuck due to the collision, even though there's nothing that I can see with collision view on that would stop me.


But I think this could turn into a really fun puzzle-strategy game if you want to keep working on it!

Developer(+1)

I glad that you like it! Managing the position of everyone turn out to be very hard, but reading you comment make me feel like this idea was really worth it, thank you.