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The Legend of Biboo's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| References / Humor | #11 | 4.080 | 4.080 |
| Overall | #19 | 3.584 | 3.584 |
| Gameplay | #25 | 3.440 | 3.440 |
| Theme | #28 | 3.480 | 3.480 |
| Innovation | #28 | 3.280 | 3.280 |
| Ambience | #29 | 3.640 | 3.640 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
nice job. Lots of secrets around, I didnt even get to see irys.
I really like your idea of holomem messing around with the game and giving rewards or punishment if you failed their quest.
Wait, there is a katana too? Looks like I haven't explored every screen, I beat the boss with the staff and hammer.
It's fun! I like the Zelda theme with the timed challenge mix, it's like you want to explore, but the same time find the shortest route to the checkmarks.
Biboo's animations and voice lines were funny, the credits theme rotted my brain a little :D
The controls felt a bit slow, but it fits the Zelda 1 theme.
Solid game, I enjoyed it a lot!
Thanks for playing! Not mandatory, but exploring can get you to the katana and to Irys (revive on death).
Wow! Very fun adventure game!
Loved every different item you can collect, the cute Biboo sprite on the side and all the different voice lines you included!
I like that you included a variety of enemies, each with their own personality and approach to combat.
The katana was so cool!!!
It took me a moment to get used to the controls as, at least in my experience, it felt like Biboo couldn't move or change directions until the attack animation had finished.
I also noticed I missed the 4th heart after reading comments here. I remember seeing a chest with a heart but it wouldn't open when interacting with it so I thought maybe I had to come back later or maybe I had already opened it and it bugged.
The boss fight was exciting!
Yaaaaaaaaaaaaay!
Great game!
Thanks for enjoying this silly game :D
The extra heart is the reward for doing all 3 quests Biboo gives you. Not essential to winning (especially if you found the IRyS fairy) but a fun gift for good pebbles.
The Hammer attack could be snappier but it functions. The timed challenges are an interesting twist I have to say. And the boss fight has a good pick up. Well done!
Thanks for the review! I'm glad I got the boss fight in for this, it wouldn't be a good Zelda-like without a boss fight.
This was a really fun idea!
Love the backseating Biboo, both in premise and implementation in game - her animations, the voice lines, rewarding the player for completing her missions. Very unique and cool!
I do think some of the audio clips for her were a little loud - kinda got my ears blasted by "Sticking Out Your Gyatt" (though maybe that was intentional)
But it would be awesome to see you come back and add more puzzles and content after the jam. Otherwise great work!
I'm glad you enjoyed the backseating! Sorry for the loud brainrot, I blame Biboo :D
Nice recreation of the NES Zelda game with a Biboo twist. My minor nitpick is the controls are kind of annoying as there's a large delay after attacking and even when changing directions to move, and when you transition to another screen, the input is reset and I have to let go of any direction key I had pressed in order for it to register again. Other than that, makes me want to play a Zelda game again.
Thanks for playing this lil game :D
I disabled the player's input for entering/exiting caves since I teleported the player for these. There's only 4 caves, so thanks for bearing with it. I'm afraid I don't understand what you mean about the direction keys. I see zero input delay on my end.
I tested it again and the input thing on transition actually isn't there, but looks more like a side effect of the screen transition still animating and locking the controls. It looks like the transition is done, but I think it's still lerping so it feels like I should be able to move, but can't until a second later. As for the direction keys, it's not an input delay, but rather how you're processing the input. If I hold right, Biboo goes right. While holding right, I press up to move upward and Biboo goes up. I let go of up but still holding right in order to continue going right, Biboo stops. I can't go right unless I let go and press it again. This might have been the reason why I thought the transitions reset the controls because I'm usually still holding a direction and nudging left/right when I enter a new screen, but this cancels the original direction and it feels like the controls stopped.
Really fun throwback to the SNES era. The challenges from Biboo is a really nice touch too.
I'm glad you enjoyed it :D
I find the mix of different elements intriguing. Like, why an SNES cartridge for a game that's more like the NES version? That said, I think the time limited quests conflict with the exploration. Looking at the other comments is the only reason I know there's other stuff I missed. I would've guessed that there was nothing else besides the wand, the key, and the boss.
The SNES cartridge reason? That's the console I grew up on as a toddler.
It was a tough balance to have a time limit for a world with exploration. I used the Biboo quests to guide you to what I consider the essential items, but left the rest to be optional. Curious players could explore. Busy players can go straight to the boss. It's totally fine to not get everything.
Wait, did you miss the hammer too??? :D
I had a lot of fun with this one. Smug biboo heckling you to do quests is such a fun idea. Adding actual biboo dialogue thats relevant to what the text was saying was peak. The level design was fun to explore. I wish there was more puzzles though. More opportunities to play with the items you gave
Smug Biboo is the best :D
I wish I could've included dungeons like the original Zelda, with puzzles and keys and maps. Time wasn't on my side for that this time....
Very nice level design, I had a lot of fun exploring every corner and destroying every box or wall. Also I really enjoyed hidden shortcuts! Beaten the boss thrice, once per each weapon + Irys. Of course Katana OP but it must be OP, how would it not be?! Music was very nice, hyped me to annihilate more and faster. The cherry on top was the UI and voicelines. Fantastic work!
Thanks for playing, I'm glad you enjoyed the world I made! It was a lot of work to put together so I'm happy people like you are able to enjoy it all.
Cute art and presentation! It felt awesome getting rewarded for going off the beaten path to get the additional gear for the boss, and even better after seeing how quickly it made work of it too. I think it would be pretty cool if there was a timer to defeat the boss as well, so going after the extra gear would be riskier but more exciting (maybe that was the original intent but it was too hard?). My experience was pleasant overall up until the point where I got Biboo Taxed, but that's the life of a pebble I suppose. Excellent work!
Way to fight the boss fully rocked and loaded :D
I wouldn't personally put a timer in as I wanted to encourage exploration over rushing thru to the boss. I'd have to change a few things if I wanted it to be time competitive.
The UI is awesome. The ending is awesome as well. Great job on this!!!
Thanks! Well done on reaching the ending song :D
Went on a sidequest to farm some health before arriving at the final boss gate and realizing there are health crates right there lmao. Love the soundbites from her clips very fun!
I try to be generous to anyone who makes it that far, lol. The real question though, did you get the extra heart?
Of course full dripped out 4 hp with a katana and irys by my side
Did a
swordHammerless run and i got Biboo taxed, i think i got the bad ending.