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A jam submission

Yami RequiemView game page

Spend your blessings wisely in this short GB zeldalike.
Submitted by Meumerin — 7 hours, 22 minutes before the deadline
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Yami Requiem's itch.io page

Results

CriteriaRankScore*Raw Score
Soundtrack/SFX#1242.2113.667
Gameplay#1412.0103.333
Gameboy Soul#1462.4124.000
Secondary Theme Interpretation#1531.8093.000
Overall#1552.0273.361
Graphics#1562.0103.333
Quirkiness#1591.7092.833

Ranked from 6 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?
Luck is viewed as both a passive and a healing resource. If you spend a lot of Luck to heal yourself and end up short on it you may find yourself triggering a lot more traps and getting many more trapped chests. The setting and plot are also about a calamity caused by the Tatarigami, dark Japanese spirits of misfortune.

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Comments

Submitted(+1)

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!

Developer(+1)

Thank you! I'd say that the game does lack a fair amount of polish because I'm not very skilled at all when it comes to scripting in game maker. It was an uphill battle and a half, I took the game out of the debug room last minute, and only later would I realise that I could've possibly implemented things such as your minimap solution. All in all I'm just very happy that I can look at my game and say, wow, a functional game exists there.

As for the tips and help offer it certainly would be most welcome, it's just that I see myself using RPG Maker more in the near future for my big game. But I could say that I'm on the fence there because I did get a bunch of skills this jam, and my game is more of a Soulslike/Survival/Survival Horror hybrid in orientation so I may or may not jump engines instead of working with turn-based combat.


Have a good day, friend

Submitted(+1)

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 :)

Submitted(+1)

That was neat! The concept is cool, the mechanics are competent, and the character art is charming. I especially like the final boss design!

Despite the benefits of defeating them, I found myself running past most enemies. The vastly-open level design made most of the game trivially easy in this regard.

I don't know if it's a graphical error on my end, but the camera doesn't align with the pixel grid, creating subpixel renders (look in the middle below the HUD).

There's also an awkward "stretch" effect applied in lines towards the center. I've marked it in red.

All-in-all, good work! Congratulations on the submission!

Developer (2 edits) (+1)

Thank you. I did want to get rid of that filter that comes from the camera method I used, but there was an overdraw issue when i did so where if you moved slightly to the left you'd see a fully black pixel because that part of the screen would not be rendered. Normally this would not be a gigantic issue but it was the very last day and the game needed to be solidly 160x144 4 colours.

Gating the game properly was tough, yeah. Level design was done on the last day of jam, there are no checkpoints in the game and thus it was hard to strike a balance between overly punishing the player and making it too easy

Submitted(+1)

Understandable; I also had to do most of my level design towards the end of the jam, and level design is really hard!

I hope graphical effects are kinder to you in the future. 

Submitted(+1)

Hello,

The atmosphere is very great. This is a real GB tribute.

I didn't feel any bad luck in the game but I had a good time.

Developer (1 edit)

Thanks for playing! We did try our best to make it as authentic as possible to the GB's limitations

As for the luck aspect, it's perhaps because I held back a little on making things too hectic. Chests having loot scales with luck, for example. Traps going off also scales with luck. But it's only very noticeable if you expend all your luck healing yourself early on.

Submitted(+1)

I love the opening cutscene ... I love the music ... all the sprites are lovely and do their job ... great vibes :)

Developer

Thank you very much!