Skip to main content

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

Bot Boy and DoggoView game page

Help Bot Boy rescue his doggos and escape from the evil factory
Submitted by 808GG, asbutt, surplusPolyCount, larsdahl — 7 hours, 53 minutes before the deadline
Add to collection

Play game

Bot Boy and Doggo's itch.io page

Results

CriteriaRankScore*Raw Score
Gameboy Soul#284.0004.000
Soundtrack/SFX#293.8003.800
Gameplay#293.6003.600
Overall#333.6923.692
Secondary Theme Interpretation#373.6003.600
Graphics#603.8003.800
Quirkiness#633.3503.350

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game meet GBJam's theme?
You play a precision platformer where you start each level with all your abilities and randomly lose an ability at each checkpoint in the level.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+2)

I enjoy all the different abilities the game had the variety in weapon was fun with the fist being my favorite. The main mechanic of losing an ability when you cross a checkpoint was unique (losing the double jump hurt the most). 

Submitted(+3)

Wow… this game is amazing. Everything fits perfectly!!! So far the best jump and run for me!!!

Submitted(+2)

At first - game makes amazing first impression, well done! Music and graphics are charming. I have few gameplay objections:
- the idea with abilities is nice but levels are so "open" that most of the time best strategy is rushing with double jump, if you lose it then you are forced to use rush or something else. Otherwise double jump is always best option.
- combination of camera and player movements are bad in this small resolution screen, too fast/instant/not sticked to character, I am not sure hos to "fix it", propably would be better if camera was more static on character like in Gargoyles Quest 2 (GB/GBC). I got a bit of naussea after playing for few minutes.
- reloading level animation on falling of the screen is frustrating, you feel like you lose time while you could be trying again, take inspiration from modern platformers like Celeste, after failing you need to get going as fast as possible, 1-2 seconds of animation is enough.

Developer

thank you. i agree with everything you wrote. the main problem at the heart of the camera and player movements is that our character goes too fast for a gameboy game. if i were to make a game for a resolution like this again, i would make it a lot slower.

Submitted(+3)

Amazingly fun concept! Replaying a level is rarely the same thanks to that xD I might have relied on the double jump a bit too much, so I was able to bypass the 'being forced to change strategy every checkpoint' since I almost always still had it. Maybe instead of being random it could depend on how much you used it? Or the more your use it, the more likely it'll be that it's this skill that's going to get lost?

Also sometime the level wasn't very clear, mostly because we had to go left but the platforms weren't easily visible from the screen.

But apart from that, awesome concept, with a solid execution! Thanks a lot :D

Developer(+1)

thank you for your kind words and creative feedback. very cool idea to play with the how the abilities are limited.

Submitted(+2)

Very imaginative world!  I really like the multi-ability switching mechanic.  This was fun to play!

Submitted(+2)

Movement is pretty good, and the music is absolutely amazing. One of my favourites so far. I was always sad at losing my double jump as that made things quite a bit more difficult for me, but that's the point! Great job and super kudos to whoever did your soundtrack, it was fun to listen to. It sounded like what I remember the GB music from back then (oh how nostalgia lies to you).

Developer(+2)

Thanks:) I was going for music that felt like what your nostalgia fueled brain tells you it sounded like over what it actually sounded like. Glad it hit the spot

Submitted(+2)

The movement feels great, abilities are punchy. Overall very good work!

Submitted(+2)

I really like your sprite and cover. A lot of games at the jams are not that easily readable in terms of sprites.

The idea is good but I feel like this game is a little bit hard to get into. Switching between abilities and understanding which ability currently is active is not intuitive. This leads to frustration because you think you will dash, you hit the button, but instead you dash instead. 

Submitted(+2)

Like the graphics and music a lot, and the variety in level design is nice. I think the fall speed is a bit quick though, that combined with the limited screen space made it hard for me to beat the levels (I am bad at platformers).

(+2)

I feel like the level of complexity here in being able change abilities requires the action, or at least the character movement, to be a bit slower so you have a bit more time to think. I loved the punch hand attack though, and losing abilities at random as you progress is a great idea with a lot of potential - kind of like a reverse roguelike

nice work!

Submitted(+3)

That was fun! A bit janky in parts, but competent. The art has a nice metallic texture; it contributes a lot to the oppressive atmosphere. The robots are cute!

The difficulty curve is weird; some parts feel very hard, while others are trivial to cheese through. The dash in particular is overpowered in levels 1 and 2, able to be endlessly spammed across vast chasms—even if you lose it first, it still cuts a large chunk. Then, the tiny platform sections in level 3 felt oddly precise, especially with how punishing falling is in that vertical level.

The soundtrack is really cool! That said, the audio is mixed a little loud; combinations of sound effects regularly peak the audio above 0.0 dB.

All-in-all, great work!

Developer(+1)

thank you so much for the detailed feedback :) very useful :)

Submitted(+3)

Really interesting idea, but really hard!

Developer

it is hard. we didn’t have a lot of time to tune the difficulty curve.

Submitted(+3)

Very fun interpretation of the theme! Removing random mechanics is also a nice way to increase replayability, since even levels you already went through can have new challenges depending on the toolset you have by the time you reach them again. Nice job!

Developer

yeah there’s something there tbh. not sure if it has legs beyond a small game but could be worth exploring. thank you for your kind words :)

Submitted (1 edit) (+3)

I had a lot of fun, my only complaint would be the camera, it's a bit too jarring when it moves.

EDIT: (The dash has no cooldown :D, but I didn't tell you this.)

Developer(+1)

you found the speedrunning exploit ;) and yeah i was trying to tune that camera but it became a rabbit hole and i had to move on. it is jarring for sure.

Submitted(+1)

I’ve been there before, it’s fun getting sucked into those little things but definitely not during a jam.

Submitted(+4)

Overall I like the game, but it is a bit too hard for me!  I think it is having to scroll through ability's to use them.  I am not coordinated enough for this kind of game lol.  but I love what I WAS able to play through!

Developer

when it comes to action-y type games with lots of coordination i’m usually not very good so i totally relate. thank you for playing and for your kind words :)

Submitted(+3)

platformer with random ability loss is pretty great! feel like every play through will be different and challenging in its own way. 

Developer

agreed. thank you :)