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Kobolds of Fetching and Kleaning's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall (Fun and Playability) | #3 | 4.250 | 4.250 |
| Visuals | #4 | 4.250 | 4.250 |
| Creativity / Innovation | #8 | 3.833 | 3.833 |
| Audio | #12 | 3.625 | 3.625 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How was the theme(s) implemented?
Dragon is your quest giver and you're cleaning Hero's mess and we have elemental rock paper scissors!
Where did the assets come from?
Homemade graphics
Most Graphics were created by the team during the jam
Home-brew audio
Most Audio was created by the team during the jam
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Comments
I had a blast playing your game, great job! At first I tried to upgrade the attributes according to the characters' strengthes, but from level 3 I went all in with STR with an occasional hint of VIT, and I mowed down the competition. The only minor thing is that for most quests, the enemies weren't varied, so for instance during the fire quests I simply swapped my blunt weapons and put them all back on for the ice quests, so combat was not too challenging. But easier is better for a jam game, and I'm certainly not one to talk since my game is trivially easy. The atmosphere is great, I really like the simple combat system and the hub with the dragon is really cool. I had fun from start to finish, great job!
Really good game! One of my all-time favorite DCJam games. This is probably the best looking game with 2D textures on real 3D, I'm not really sure why this one looks so good but it seems to hit a great sweet spot between retro and 3D. Mechanically I loved it - trying to remember what the weaknesses of a pile of trash are was strategically interesting to me and I really like having 3 weapon damage types to also solve this problem with melee attacks, not just spells. This means I can choose the build for melee but not for spells which is really good design. Also I felt the balance was spot on so good job with that. Did you allocate a lot of time for play balance?
I really like your games. You seem to shoot for the stars with "build a big, full game with all the systems" which I love and can absolutely relate to.
Some things I noticed - I really would like to see the character stats while equipping weapons. I kept going back and forth between character view and item view. Also when my party wiped the browser went blank and I couldn't proceed without a refresh.
Excellent work!
What a wonderful experience! Everything felt polished and flowed well and I don't really have any suggestions to make :D. I enjoyed it all the way through to the end.
The audio is really lovely. I like how each menu option has a slightly different pitch, I enjoyed scrolling down to the end of the shop's item list to hear what it would do :D. Music got a little repetitive, but was still nice.
Really nice visuals, lots of variety between areas. I like the mushrooms. Overall look was nice and consistent. Was that a particular palette? It felt almost 16-color VGAish, but obviously not quite...
(edit: oh, and enjoyed the spinner(s), you had to have some!)
Thank you for playing! Glad you enjoyed it :)
Yes, it was the Master System palette for the most part, except browns - I took AAP-RadiantXV, because Master System is vibrant enough, but really lacks in more earthy colours! I tried to not overuse many colours in there to keep it a bit more restricted.
My favorite entry from this team so far. All your games have been great, but I think this clicked with me the most due to the style. Great graphics, solid gameplay, had fun figuring out things like the spinner puzzle. Enjoyed the characters and the humor and the overall classic vibe.
Thank you for playing! Glad you liked it!
Well this was another solid entry from this crew!
The art style was absolutely beautiful, the user interface was great, and the progression felt good.
My minor quibbles are I think in the later sections it would have felt better to be able to hold down the buttons to move, and I felt the environments got a little too samey for some parts.
I do appreciate some of the parts that break up the monotony of the environment, like different coloured stains on the walls, the teleporting blocks in that one section (felt like a throwback to a past game of yours where that also screwed me up a little), and that one open chasm, made the area feel a little larger than it was.
The concept of the player being 3 kobolds in a jacket was also fun, and the elemental differences with learning abilities as you defeat enemies was neat.
Overall I thought this was a great entry, and thanks SO much for adding the quick save feature! Great work!
Cool game! Loved the old school art-style, and overall a great experience. Would have loved to see more variety in the quests, but impressive nonetheless for a nine day jam :)! Overall a great game, and thank you for making it!
Yep, we kind of made kill/fetch quests, but technically they feel the same haha! Thank you for checking our game out!
3 Kobolds in a trench coat, cracking idea :D. Really like the graphics, very old school vibes. The coloured letter hints for menus, the colour changing border chain, just a lot of really nice small touches that really make it feel like a well rounded product. Impressive amount going on given the time.
Nice work.
Its an old DnD gag about 3 kobolds in a trench coat :) We were brainstorming and it just clicked - we HAVE to make it like this and it just made sense :))
Thank you for playing!
I love the artstyle. Literally attacking the trash as an enemy is a fun idea! The sounds are good and finally, fast turn-based combat!
This looks like an ancient game for a obsuce japanese PC system, so absolutely great :) The enemies were super funny. I second, that the quest are a bit samey, but that is expected in such a jam. The mouse controls in the menus are very erratic, but the sound moving the mouse over the options made it funny at least. The movement works well enough and the battle system was fast and understandable. Solid entry!
Thank you for playing! Yes, mouse controls did an oopsie for long lists and since keyboard controls were the goal (everything should be available through keyboard) - we kind of decided to keep it, since time limit and stuff was pressuring and we didn't want to spend too much time over it..
Thank you for playing!
The handcrafted graphics look fantastic. It has a very genuine DOS game look. Kinda reminded me of Wizardry 6. UI looks great. The windows and their borders looks very cool. I like the whole HUD arrangement. Using mouse on the buying/selling screen is a little problematic. It's too sensitive, the list scrolls down with the slightest move of the mouse.
Game is a little bit long and i think the combat encounters are too frequent. Quick save/load feature definitely makes the game more playable. I died only once at the last boss and lost some progress but i don't know if would play the game from start if there was no saving. I beat the game btw.
I like the implementation of weakness/resistance system in combat. It doesn't only apply to elemental spells, it applies to weapon types too, like blunt, slash and piercing. Also a very good incorporation of rock&paper&scissors theme. I think other themes are used very well too, especially cleaning up heroe's mess.
Having a quest system is nice but the kill x number monster quests can get repetetive after a while. In area where you need to collect the treasure chests, there are some spinners but to walk over the firs spinner at the start of the corridor, you need to walk backwards :) I found it out by pure coincidence. I think it should be hinted to the player in some way.
Overall it's a complete and polished game with charming visuals. Definitely a successful game and i enjoyed playing it. Nicely done!
Thank you for playing!
Yes, UI and mouse for long lists were unfortunate issue - it meant to be played with keyboard easily and there wasn't much time to fix it for a mouse control fast enough.
With the corridor - I agree, for now its only outside of the game we have a hint (in the description)... well and minimap. But that area is also not needed to progress further, so we hoped it would be ok even if people get lost there :D Decided to make it like a small bonus area, but, I guess, it didn't help that its not as secret as it could be and not really hinted that its optional quest either. We could tag it as such for sure >_<
Very nice experience.
The tasks are a kinda similar during the game, but it still interesting enough. There went away some time trying to optimize the players skills and items. Would be nice with some easier way to handle this. I liked the tasks and that you had to return to the taskgiver to receive the reward. Would be nice with some onscreen counter for the active quests so you know when they are completed, but that's just my taste I guess.
Keep it up, a good entry in the jam!
Thanks you!
Thanks for playing the game!
Tasks were mostly Fetching (2 quests) and Kleaning (the rest of them), so yes, they were a bit similar, just with different enemies and dungeon parts.
UI and especially party management UX are not very polished, there’re definitely a bunch of ways to optimize them so it would be easier. It doesn’t help that you usually have so many upgrades in a very short amount of time, that you have to dive through the menus often.
We didn’t opt for any combat/event log due to a limited amount of screen space (we essentially are emulating 640x360 resolution with only a font being at full 720p res), but I guess that would’ve helped with tracking quests and what is happening during the combat.
It is always a treat to see what you cook up and I think I see a trend towards easier to find secrets and less evil spinners lol. The graphics was neat, the dungeon layout in general very good. The most mazy bit got a little confusing and I lost track of all nooks and had to go back for one of the chests that I had missed.
I think you said that it was a struggle to make the engine do UI but you did have loads of menus still. It was quite easy to navigate around once I let go of the mouse… especially when shopping from the dragon.
I did for the most part cop out of the rock paper scissors aspect of the game and it was a bit of a pity because it got more fun when I actually started to care. Even though it seemed and OP build to just invest in strength more or less.
Very solid entry!
Play-through:
Thanks for playing the game!
It’s so enlightening to see how others play, thanks for recording the play-through!
Maze was mazy, yep, I guess you were also a bit over cautious not to explore all the tiles there.
Yes, the shop has a huge list, so we had to make it a scrolling list and then mouse support wasn’t that good for that.
For the most part enemies also have a physical weaknesses, so you can do a full STR+AGI build and have tons of damage. For instance Ice enemies are mostly weak against the blunt damage, while nature (and trash) is weak against the slash damage, and fire is fire :D
AMAZING!
Completed the game.
Can't imagine how much is in here: full party management, levelling, stats, equipment, elemental weaknesses, quests. Not only that, it works well together. Never did I feel completely stuck, I could always progress.
And the art really sells it all.
Those teleporters though... not sure I'm a big fan of those.
Thanks for playing the game!
The scope was big, but in the end we were able to deliver. It was a first time for us to make party management and equipment to this extent, so a lot to learn too.
Teleporters are evil, yes. We felt that we might just put them in an optional part, but we didn’t have any optional parts this time, so they were blocking the progress. Well, the guest area of a dragon realm should be guarded properly with all the tricks.
Love the bold colours and pixel art visuals! Audio is atmospheric, the gameplay flows well, and there's lots of crunchy detail to get into (wish I had time to play until the end).
Thanks for playing the game!
We are using “Master System” palette for the art + some brown colours from another palette, so these colours mostly reflect the way the look of games from the SEGA Master System. Minus the fact that we have a 4-tone lighting, which adds more shades.
Nice to know, thanks!
love where you were going with this, really fun :) One of the entries I wish I had a bit more time to properly finish
Thanks for playing the game!
Yes, it’s not the shortest game we made this time, but I hope you enjoyed exploring enough to get the idea of the game!
I forgot to quick save before fighting the heroes and the end and got worked over so I guess the next party will have to clean up my kobolds. Was a lot of fun though and I love the look of it. All that and you all managed to hit a bunch of the themes!
Thanks for playing the game!
Well, you almost beat the game, so you only missed the last win screen and it’s not really an exciting screen :)
I always really look forward to playing your entries, and this was fantastic as always.
The movement & controls are excellent; being able to play pretty much entirely one handed was delightful as my wrists sound like a packet of crisps after this last week or so.
I thoroughly enjoyed the loot and combat system and that item choices are meaningful. I found myself re-gearing for the different elementals. The exploration felt rewarding too.
I was quick saving regularly, however I accidently fat fingered F5 right at the last quest. Quickload sadly wasn't working for me when the page refreshed. I'm not too upset, and I suspect i'll come back and play this one again, but I just thought I'd mention that.
Overall it's a really strong, classic, charming entry. Thank you.
Thanks for playing the game!
Yes, keyboard-only controls was one of the design choices and mouse support was added mostly for convenience. The only two things you cannot do with just a keyboard is quick save/load :)
I’m glad that you regeared for different enemies, it might feel tedious with a lot of UI in the way, but you end up with a stronger build, which can two-three-shot enemies in most of the cases.
Quick load works only inside the session, hence “quick” in the name. We didn’t manage a complete save system and with a web build I don’t even know where to start with that (maybe there’s some functionality on itch which provides you with some storage or maybe cookies can be enough?)
I defeated the heroes. Fighting piles of heroes' mess in the beginning was hilarious.
I had a ton of fun, the game just feel great. I love every part of the visuals, especially the portraits, and they all perfectly fit together. I also really like the sound effects, and just like the graphics they overall have a crafted feel, they don't feel too conventional which I love. Movement feels notably good, I like how lethal combat is, giving the right weapons to the dragons whose spells won't be effective for the last section is fun and so are managing your money and level up points the way you want.
Great entry, thanks for sharing!
Thanks for playing!
Having a consistent palette and one artist helps a lot with visual consistency. Having just one VST helps with audio consistency as well :) I’m glad that you liked the progression/leveling, it was all put together at the last moment and we didn’t have enough time to polish it properly, but it seems that it’s serving the purpose!
Genuinely charming and crunchy game with adorable artwork and fun gameplay. Clear UI and map as well. Really fun!
Thanks for playing our game!
The visuals immediately took me back to games I played as a kid. Great combat and movement too fun to just move about. Quick save/load really helpful too.
Thanks for playing the game! We tried to target the old school vibes as much as possible.