Play Roguelike
Gnome One Will Know's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #21 | 4.355 | 4.355 |
| Fun | #21 | 3.774 | 3.774 |
| Audio | #25 | 3.645 | 3.645 |
| Originality | #26 | 3.839 | 3.839 |
| Overall | #26 | 3.673 | 3.673 |
| Graphics | #44 | 3.839 | 3.839 |
| Accessibility | #64 | 2.968 | 2.968 |
| Controls | #65 | 3.290 | 3.290 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4. 6.1
Theme Interpretation
You are a gnome stealing items to pay back your debt.
Wildcards Used
Left Wildcard
The first wildcard (description pending)
Right Wildcard
The third wildcard (description pending)
Discord Username(s)
Pontax, JohnScH
GWJ Participation Level
3,2
Team Size
2
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Comments
A refreshing idea for the gameplay, I don't even know what to call this genre-wise, something like a roguelite carrom. I loved the hand-drawn visuals, they gave a unique character to the game, so the simple gameplay never felt boring. I had some issues with the controls, which I detailed in the notes below. Bonus points for including the funny tutorital. The music supported the funky vibes as well, and the DIY SFX were hilarious.
Some notes that I took:
I liked this. The art was charming and the gameplay felt like an old golf game I used to play. very fun game!
I enjoyed that more than i expected to. I somehow ended back with the wizard rubbing oil on his feet idk i blacked out xd. W tutorial
Great stuff.
The Slay the Sprite type map reminds me of my previous jam entry, although the generation of the map was a bit off as there was a room that was inaccessible at the end of the map that's only connected to the final tower. (Forgot to take a screenshot, sorry)
Despite that, a lot of fun. a great idea using a flick game to representing bumping into and pick pocketing people.
Shop item choices were all fun and interesting but with flick resource obviously being the most important I bought the objects that give you extra flick chances on mug and steal in the first shop and the game did become fairly easy at that point, I ended with 1200+ or so at the end with the whole shop bought out.
This is one of my highlights of the jam so far, nice work.
Thanks, Yeah seeing it was a jam we wanted you to be able to buy all options to test out for fun assuming people would play it only one time.
Wow, this is such a great game! I love every part of it, the art, the sound, and the unique gameplay. It’s pretty tough, but the challenge is what makes it fun. I really like it!
I really like it, it’s fun. I like being a little gnome stealing from someone’s pockets. The art is great, there’s a good item variety. It’s well polished.
Great submission, good job!
Really creative name, and the art is so cool, really loved the game (you didn't have to be so mean to me in the tutorial tho T_T)
we couldve been meaner for the comment below because they needed more tutorialization lol <3
Really great take on the theme. I had a lot of fun playing this. I restarted once and managed to get to the end once I'd better udnerstood what I'm doing. A bit more tutorialization would be great to avoid that frustration, letting the player know a.) the drag and release mechanic and b.) that you have limited flicks that carry over into the next scene.
A lot of the sound design works really well and overall the graphics are quite good. The game feels polished! For the art, it would be lovely to see a pass where the icons and items are drawn at the right size for how they'll show up in the final game, as the image sizing and the outlines on them sometimes felt at odds with the restof the menu and artstyle.
I think the map worked fantastically and finding a path was fun. That bit felt great.
My biggest piece of feedback is to figure out a better way to deal with exiting a room - it felt very punishing to be sent back into the room by an invisible wall I couldn't predict outside of a door, and waste one or more flicks getting back out yet again. Maybe the outside area could have a 'slowing pad' so you can still get back in if you want to, but aren't likely to be catapulted there if you don't want to be?
Overall there is so much here for a nine day jam, really well done!
Yeah outlines were intentional as the wildcard was crayon so all map ui was as is wildcard characters and items were not. Not using the zoom would make them feel off. However, using zoom would show they are in line with the rest of the art lol. 9 days not much time but overall happy how much content we had for the 9 days time and the fact I learned how to draw on the first day. Mostly a pixel artist here so illustration is brand brand new to me. The sizing of the items was an engine thing. All items were drawn on 2000x2000+ resolution haha.
great concept, great execution and great art! Has a lot of potential! But for me personally it is a bit too frustrating to restart from zero so I didn't go very far ^^'
The concept is great. Definitely potential. The art is soooo good. Thank you for the panels at the start, they really gave a strong start.
I had fun, great work! :)
Super fun! I love the concept. It's probably a skill issue, but I found myself spending most of my flicks trying to exit lolol. My feedback would be to make exiting slightly easier. Really great overall though!
Good Game, love the overall style and how everything fits together (music, art, ...). I love that there is a shop, where you can buy stuff to help you on your journey. Respect for putting all of that in a game on such a short time.
Great job!
Really fun! Having to control how much force to puch in each move was really the key for progressing (specially to get out of each level). It follows the sucessful formula of Slay the Spire and others like it, which is not a bad thing. Great job, liked it a lot.
An unusual game in this setting; I also liked the idea of limited moves. A great game!
I had a lot of fun, playing your game!
The flicking mechanics combined with stealing is original and clever.
Illustrations have their unique style and feels playful. So is audio.
Controls were a litle inconsistent. It was not comfortable fo me to have to use keyboad at the end of the mission to continue. I would stick with full muse controll everywhere. I've seen your sense of humor, so I know you will not get offended, hence: What kind of psychopath sets zoom in on scroll down instead of scroll up?! :-D
The information on characters seemed a bit ovewhelming at fist, so I tend to ignore it, but eventually I stated to plan my flicks more, using that intel.
Some text was ovelaped on the aftermission loot screen.
From difficulty standpoint, I think some balancing might be needed (with few upgrades, I started to feel OP), but I totally understand that its so had to make a good ballance in such a short period.
Absolutely lovely job!
Very unique game, great job!
hovering over the people shows you probability chance of loot that was intentional in the design per wildcard.
I like the mechanics having to bounce around instead of being able to walk was fun
I really like the art and animations the concept is fun, and the gameplay is great. The invisible walls at the end of the levels aren’t very intuitive and made me lose some flicks, but it’s easy to get used to. Great game, congrats!
Nice game, I'll admit it took me a second to realize you had to move your mouse to the edge to pan. But once I figured out it was a nice run. I died pretty quickly on like the 4th stage ( Ran out of flicks) nice take on the theme.
reading the description helps.