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Idle Pearl Isle's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #8 | 3.929 | 3.929 |
| Graphics | #32 | 4.143 | 4.143 |
| Originality | #55 | 3.571 | 3.571 |
| Overall | #83 | 3.153 | 3.153 |
| Controls | #103 | 2.857 | 2.857 |
| Accessibility | #107 | 2.643 | 2.643 |
| Fun | #133 | 2.357 | 2.357 |
| Theme | #134 | 2.571 | 2.571 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6
Theme Interpretation
Collecting Natures Bounty (pearls)
Wildcards Used
Baggage
Include an inventory system
Discord Username(s)
nightshadov, mjb117, robyncvhart
GWJ Participation Level
4
Team Size
5
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Comments
I loved the duality of the calming area below where you gathered clams and the intense battle up above. The sound design was just so good! Once I had a small army of clams I'd spend time gathering pearls just for the satisfaction of all the sounds haha. Amazing you were able to implement so many mechanics in just a week, bravo!
wow. this is impressive. There are a lot of mechanics going on here!
Great introduction. It's a neat game. Looks great. I like all the loot, upgrades, and equipping my heroes (with as much pearl quality as I could find). The slide-out inventory is a nice touch. I wasn't sure what to do with the dice, since they reset after every battle, but the calculation that develops when slotting them is intriguing. Toggling between the fighting and the clams was smooth, but I feel I'd enjoy the clamming if I could watch the fighting while I gather pearls.
Thanks for the kind words. Yeah, I also think it would be nice to have everything on one screen. Theoretically we could have made a big draggable zooming screen like in boss rush idle or tower wizard, but how should the battle UI look with this? Its a little difficult to design around a non-trivial combat system, but I am open to ideas :D
Wow, this is definitely one of the most unique games I've played so far. I loved the atmosphere, the reverse-like music and the voice acting and effects made the experience really memorable. Nice work!
Thanks so much for playing!
Very nice experience! Was not expecting the voice acting, and the graphics are really cute! The only thing is that I probably found a bug where my first hero simply wasn't doing anything, even after unpausing, no matter what I did. Other than that, really great project!
I thought I had good voice acting in my game until I played yours, haha. Loved the art, and game in general. It's fun and relaxing, good job!!!
I like the collecting and fighting idle idea. Really good concept. I will come back again after the fix. So give me a heads up when it is fixed :)
Art and voice acting on point. Good job on the submission!
Cool game! I can only really reiterate the comments below, and I'm curious to see how it all functions above ground when it's working. Very good art, ambience and voice acting, nice job!
Edit: Just gave this another go and I think I just didn't really understand it the first go. Things clicked into place now and it's an impressively deep combat system on top of the satisfying pearl collecting, very cool! Really interesting concept!
The opening with the voice over hooked me, but I couldn't figure out how to get any for my fighters. Then I saw there's a bug fix on the way, so I'll come back tomorrow! Good luck with the bug fixes!
I am a big autobattler enjoyer and I like the idea here - combining it with an idler as the resource engine. I'll have to come back after the 24h period to see if I can try again as it seems to have broken and I saw the message that a fix is being worked on :)
Do you plan on expanding on the idea post-jam?
yeah, I plan to make at least a post-jam update. For a steam release I have to think about the design some more. I would like to have replayability with deep mechanics and build-variety, but its a little difficult to combine it with the idle gameplay, since its usually linear and instead of thinking the player can just brute force trough any opposition. Also I need to refine the dice mechanic to make the drag'n'drop not tedious. We will see :D
The pixel art is pretty good but the game could use a tutorial/some guide or clarification. It's unclear what equipping my dice into the 3x3 slots does, if anything. At first I thought I needed to match 3 numbers in a row to get bonus damage or something but it felt like the dice didn't really affect the outcome of the battle. I didn't realize there was a clam collection minigame underneath the main battle until pretty late into my playthrough. The sprites are really good though and you did well with the audio part so hats off to you!
The game looks beautiful, but i really didn't get the autobattle part, i feel like i couldn't really do anything and my characters are you dying on repeat, i have 10k pearls but the i can't buy no more upgrades. And i saw that i could drag the rings, but had no clue where to put them. If you could add a little bit of explaination in your project page, i would gladly play it one more time
yeah, we have some game breaking bugs, like the ITEM UPGRADES NOT WORKING, which is the core of our progression and basically the purpose of the economy. So hold on for a day, we will fix it! I am glad you liked the game enough to collect so many pearls :D