Alot of effort was put into detailed and lengthy intro which is commendable. The gameplay itself I assume was intended to be a rage game but personally never quite figured out the controls even with the tutorial. The directional movement is not 100% responsive when you leave the ground. The player also sometimes reverts back to the checkpoints even without falling off a ledge. I tried to continue the game again but the player no longer increased in bounce height. Hopefully these can be fixed.
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The Unlucky Events of Henry Hare's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Quirkiness | #7 | 4.115 | 4.115 |
| Gameboy Soul | #13 | 4.269 | 4.269 |
| Overall | #14 | 3.904 | 3.904 |
| Secondary Theme Interpretation | #21 | 3.769 | 3.769 |
| Graphics | #30 | 4.192 | 4.192 |
| Gameplay | #36 | 3.462 | 3.462 |
| Soundtrack/SFX | #39 | 3.615 | 3.615 |
Ranked from 26 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?
Our game fits unlucky because the main character is a rabbit and he looses his feet (rabbit feet are considered lucky.)
Comments
this is pretty unique, and a nice challenge. I think it would benefit from being a bit more forgiving when it comes to respawn, especially given the complexity of the controls. it's hard enough already without having to do multiple screens over and over again. I'm afraid I threw in the towel a few screens in the caves section.
tbh, I was almost on the verge of quitting before the game even started due to the excessive story panels!
overall, nice work!
Thanks for playing. We assumed all players would want to know the story, but perhaps we may add a skip intro option in a future update.
Hey, KDog the programmer here, Yes the difficulty was kinda high up there, and yeah the checkpoints were a bit spaced out. I wanted to reflect a similar difficulty to most Gameboy titles. The level design and repetition was made to be able to teach the player not just how to get past a screen, but to master the move set for future sections. I can also understand how this could be a bit annoying.
A game with very unique gameplay, challenging but addictive, making you want to keep trying to beat the levels. The art style is excellent. Great job!
One of my favorite entries so far, frustrating in just the right way. I haven't beat it yet but I'm going back for it! It was super fun to play a non traditional platformer in this jam!
Now that’s something different! The type of controls makes the game really interesting — simply great! And a nice intro too!
I greatly enjoyed the novelty of the story and the interesting twist on movement mechanics.
The boss fight felt a bit out of place to me. It was the first time that the concept of having health and taking damage had come into play and while I was decent enough at getting through the levels leading up to the boss I felt often that the movement was either unresponsive or too unwieldy to feel like I had a lot of agency in dodging the boss attacks. That feeling is made worse when the only place I can damage them is the location where I'm least likely to dodge their attacks since I'm directly below them. A possible quality of life tweak to that fight specifically could be just having buttons or something else to interact with on the opposite side from the respective boss that it affects so that the fight makes me bounce back and forth to opposite sides rather than sit in a very disadvantageous position to try and finish off the last remaining boss.
Overall a nice idea to break the typical platformer mold and a very good execution as well.
Thanks for playing! The final boss was very rushed as we were running out of time and wanted to give the game some closure. In the future we plan to improve and add more especially to the boss fight. We didn't want the player to die in one hit to the boss, but with the lack of time we couldn't think of a better way to do that then just have an hp bar appear.
Art was excellent, I kept trying to count the colours cause it kept feeling like they no way it was only 4! Gameplay felt inline with what a GB platformer would feel like but I did feel there where times I would be holding right and the game would intentionally eat an input.
Art was excellent, I kept trying to count the colours cause it kept feeling like they no way it was only 4! Gameplay felt inline with what a GB platformer would feel like but I did feel there where times I would be holding right and the game would intentionally eat an input.
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 really enjoyed the art, the intro and assets were on point! I think the intro cutscene extended a bit too long, but overall I liked this game :)
Lovely! the art and colors are very unique the music is charming and you’re a fellow hard platformer person lol I liked this. the controls are a tiiny bit janky but it did somehow add to the experience. this entry was enjoyable!
Loved the cutscenes and art. Very original idea, nails the theme of the jam, and a fascinating game mechanic (no ability to walk/run, can only bounce/jump). I found it difficult to get used to the controls and I think if they could be slightly more forgiving (perhaps an ability to control direction while in mid-air?) this game would become an absolute classic.
Excellent work all around. The art matches the tone well, the music is nice, the cutscenes are funny. Taking the theme and turning it into a platformer where a rabbit loses his lucky feet is probably the most creative use of the theme I've seen so far.
The bouncing controls took a little getting used to, and I wouldn't say it ever quite felt 100% natural. By the end, my hand was hurting a bit. On the boss fight, I was noticing that you kind of have to stop bouncing completely in order to turn around. I'm not sure if that was intentional for the bouncing mechanic, or some GB Studio quirk, but it did cause me some frustration. I don't think I'd classify that as a good or bad thing, it probably just depends on what you're going for. On the note of the boss fight, I do wish I didn't have to replay the cutscene over and over to retry it.
The level design was a particular highlight to me. The layouts felt very intentional, and the challenges flowed well into one another. There are a few spots where you're crammed at the edge of the screen with like 2 units of floor, and considering the platforming mechanic involves covering the distance for a bounce, I think these spots would have benefitted from a little more floor space.
These issues are comparably minor, as the game as a whole was super impressive. Awesome stuff.
We're glad you enjoyed our games setup.
KDog, the programmer here, I have to admit the boss was a little rushed it wasn't perfectly made for the player's moveset. The bouncing mechanic was suppose to lock your direction until you start another bounce, but as said before the boss fight didn't really harmonize with that mechanic. I'm glad to hear you liked the level design, it was hard to compress the level into Gameboy screen sized areas so yeah the floor space was a little small.
We're thankful for the feedback.
The intro was so powerful it hooked me right away xD banger musics, amazing graphics, wacky story with funny characters and a touching ending. I'm charmed.
my only downside is a skill issue, I really struggled with the controls, and even when I felt like I understood their subtlety I also felt like I bruteforced the boss :/
But still, big gg, I loved it, and am impressed you managed to do that with gb studio xD
Thank you so much for the game!!
After the intro surprised me, I would have been content with a normal gameplay, but the movement mechanic is incredible
was already hooked with the amazing intro cutscenes and the overall tone, but the gameplay was a nice hook, just difficult enough imo, this is the first one where I feel like I really gotta download the gbc rom and play it on the real thing (in hopes that maybe I'll be better and can get all the way to the end lol)
This game REALLY surprised me, and that's hard to do. I did not expect such clever mechanics and fun framing. It was a bit difficult for me, but I enjoy a challenge so it was a good time for me. Very cool game, and you should be really proud of it. Great work!
A very hard game. I do enjoy the movement and gameplay but oh boy, don't know if I will ever beat it!
Really like the main parts I did see and some of the stuff you did was really fun!
That was really fun! The movement is engaging to use, and quite satisfying to use well. I felt great every time I managed to get some significant flow through my replays of the levels! The character designs are charming, and the framing narrative is quite fleshed out. The soundtrack also sets the tone well.
I did run into a couple of technical issues where I had to reset: once when the level loaded to the right without bringing Henry along, once when I got pushed by that bottom sweeper fan and ended up in a perpetual bounce loop, and once when it crashed on dying to the boss. Resetting to my last checkpoint worked every time, except for that last crash on the boss; it seems to have reloaded into a glitched form of the movement where I can't go left or right.

I'm definitely adding this on my list of things to beat later.
Fantastic! Great work!


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