Play game
Conquest's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound | #11 | 2.938 | 2.938 |
| Visuals | #13 | 2.938 | 2.938 |
| Overall | #13 | 2.672 | 2.672 |
| Gameplay | #15 | 2.188 | 2.188 |
| Theme Usage | #16 | 2.625 | 2.625 |
Ranked from 16 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
I was able to complete it! and the hardest part for me was the platformer the blocks,the level before was predictable as I could still find my way to the end, It did test my limits as a rage game XD, was very frustrating to accurately jump and land on the platforms, also in the end where you have invisible platforms where I kept falling when I had like 15 secs remaining. Also would be good if I could pause and take a screenshot of my score since they just went away after entering my name, and I couldnt screenshot it :o
I just realized that I forgot to actually set it up to save high scores! Well luckily thats an easy one and I'll upload a fixed rom after the jam. I don't think that they will save if you play via a browser, but they at least will save on a Game Boy or Pocket. I only give you 10 seconds to view the high scores and then switch over to the credits, or if you hit any button it will switch then. I don't really want to require you to push something as I'd rather move you along to the start of the game. But perhaps I should make it so if you are on the intro scene for more than 15 seconds it takes you to the high scores, kind of like how it would on an arcade cabinet. In fact, I may start adding that feature to all of my games. Would also mean that if I decide to add the Konami code to this game, you'd have to enter it somewhat quickly which would be alright. Just need to think up what it will do, I suppose it could just stop the clock at 0 and not kill you so you are guaranteed to finish.
I'm actually a little surprised that the platformer portion gave you the most trouble. I admit there are a couple tricky jumps, but they are all quite doable once you figure out where the edge is. The key is that you can't be running in slo-mo after getting possessed by a ghost, then even the smallest jumps become impossible, got to wait until those effects wear off. And those invisible holes at the end aren't entirely invisible, there actually is a visual cue, but theres no way you'll figure it out before you fall thru the first one. I added that as sort of one last unexpected challenge, and really like how it happens above the broken platforms so that you risk falling multiple levels at the end. But at least I was nice and didn't put any ghosts up there!
Ah no no I didnt mean save as in on browser I just meant save like so it stays on screen unless I hit any specific key, I just wanted to take a screenshot of my score thats all.That sounds like an interesting idea. And yes I was trying to avoid to ghosts but am pretty sure I hit almost all of them XD, like even when I succesfully managed to dodge some I fell from the above level and then they got me, stuff like that. Thats true if there were ghosts up there I would have to replay the game from start again XD
Since all the cutscenes progress without hitting buttons I didn’t want to require a button on the high scores (I originally did and didn’t like it). But I just uploaded new files last night, so now if you wait 15 seconds on the title screen it’ll change to the high scores.
Best part of this game was all the little details, the cutscenes and the music were great! The De Stijl style maze was, frankly, a genius and inspired choice which I could never have seen coming. Took me quite a while to beat though -- it's extremely disorienting not knowing what direction you're supposed to be headed, and then having that change every time you hit a block! The platformer was easier to complete, but I ran into maybe ten ghosts in a row before getting the hang of it haha! It all felt like a ... "period-accurate" level of jank / frustration, though. This was a really fun jam submission!
So glad you liked it. De Stijl wasn’t actually my original plan. I had originally wanted to do something with Lego like the Fell in Love With a Girl video, but the problem becomes I really can’t do diagonals, and how do I express that blocks are actually Lego with only 4 colors. Plus it would take way to long to design the animation and program it, and I didn’t quite know how you could interact with it. So De Stijl was sort of a compromise, but I’m thrilled with how it came out, plus it was simple to pull off with only black, white, and red. I kind of feel like the pink elsewhere in the game was sort of cheating, but did make the game look better.
The intro was amazing! This really felt and sounded like I was playing an old GBC game in the backseat of my parents car, including the part where I got confused in the first level and kept dying over and over.
Thanks! I have a lot of fun making those cutscenes. Hopefully the maze of the first level wasn’t too difficult, but it’s kinda hard to know when you design it and know exactly where to go!
This comment also describes my experience to a tee 😂👍
I’m really glad you liked it.
That first level was a tricky one. It’s a maze, so the issue becomes how do you keep it fresh on multiple play thrus, especially since randomly generated levels are out of the question on a Game Boy. My solution was to have it disorient you when you run into a moving barrier. The alternative would have been to make multiple mazes and have you cycle through them, but that’s very time consuming, and you’d eventually have to repeat them. So I think my solution worked rather well while also providing a bit of a challenge.
Level 2 I actually based on my least favorite game from my childhood, Ghostbusters for the NES. That game is horrible, but for some reason also very addictive. But if I tried to copy Mario 3, it would never be as good and would be a disappointment. So I copied an awful game knowing that I could only do a better job! But I tried to make it as unlike Ghostbusters as possible, while still keeping the inspiration. So it isn’t too long, and the ghosts can’t kill you. They simply slow you down and take away points at the end. But unlike Ghostbusters which I’ve never beat, and never care to beat, I wanted a game that you could easily beat every time. The fun is in its silliness and trying to get a better high score.
A cute little experience that feels oddly authentic? Like the kinda thing you'd expect to have actually been made back in the day. I love the absurdity of the concept a bunch. The gameplay was short and sweet and didn't really overstay its welcome. I had a bit of trouble navigating in level 1 and some trouble with the controls in level 2 but I ended up getting my bearings by the end. Good stuff!