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Synergy Abyss's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| ANTI-CAPITALIST POWER | #11 | 4.111 | 4.111 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Nice graphic style, interesting game.
Incredible aesthetics! Great work :)
I just had an issue: I didn't manage to level-up? Maybe it's not implemented yet?
Heya and thank you for the kind words!
Initially, you did indeed level up immediately when reaching certain XP thresholds, but I ended up changing it later during development!
Now, you spend your XP (from all the fightin’) in Break Rooms (like the Save Rooms in Resident Evil) where your character gets some much needed Rest & Relaxation!
I wanted to reinforce the themes of the game, plus have a break in the core gameplay loop (also an excuse to fit in some more character/story development)
…although now that I think about it, people could miss it if they decide never to Rest =o I might make a few tweaks to encourage it!
Really cool game. I love the severance setting.
Sprites are awesome, so is the music. Minigames and battles are very nice. It's so polished, I need to really nit-pick to find something to criticize. Sometime you can do crit attacks a little bit after the limit trigger (which make it a little bit easier, so not really a problem). In the corridors, when you turn back while standing on an item (box or ally) it stays on the screen, despite not looking at it.
Anyway, it's very impressive.
Much appreciated & thank you for the kind words (+ reporting some issues)!
There were a few bugs that I couldn’t squish in time (like the ones you mentioned) but the debug tools for GB Studio are surprisingly robust, so I managed to fix those (eventually)
As of the latest update: now there’s also a little indicator for the Attack Minigame that shows exactly which Pixel it stopped on when pressing the A Button; quite useful for debugging and also Player feedback!
Bonus Fun Fact: the Severance-style look & setting also helped with the unique tile limits (only 192 8x8px tiles per Scene) on the Game Boy, so it was a (semi-)perfect match.
Love the idea of an anti-corporate dungeon crawler. The premise as written reads more like a general escape story than clear corporate satire. Id love to see that theme sharpened a bit. Otherwise the look and feel are great. Nice work!
Aye agreed! I wanted to punch up the themes even further (it’s currently a bit of a slow burn story) but unfortunately ran out of time focusing on the gameplay!
I’d love to see if I could make this into a larger release; I wanted to make the Player come to the realization (over time) that the system itself is responsible for the chaos, not any one person (that and theme of organizing with your community to fight back)
Really impressive entry !!! I didn't know you could make advanced stuff like this with gb studio, I should give it a go one day
Thank you kindly, much appreciated!
GB Studio is indeed awesome; and it gets fairly frequent updates: just a few days ago v4.3.1 was released with tons of new features. Very cool Discord community too, highly recommended!
this looks and sounds so cool, it really feels like a GB game. The dungeon crawling is solid, but I was most impressed by the fact that you even had time to make minigames for the battles. all the sprites are amazing!
It’s made with GB Studio for that truly authentic feel! https://chrismaltby.itch.io/gb-studio
The visual scripting/ease-of-use removed a lot of the roadblocks you’d normally have for something like this (less re-inventing the wheel, more time for fun mechanics!)
Suuuuuch a cool art style. I really enjoy the combination between modern and classic game styles. Thoroughly enjoyed this!
Thank you for the kind words! =) It was also a fun technical challenge to get the attack/defense mechanics working on a Game Boy (limitations and all)
I’d love to see just how far I can push the hardware with some modern shenanigans, but still feel like a game of it’s era!
I really like the defense and attack mechanics, it far more interesting that just pressing the button. The pixel art is also lovely.
Cheers! 100% inspired by the likes of Final Fantasy 6 (Sabin’s Blitz), Helldivers, and SMRPG/Paper Mario’s timing-based attacks. Wanted to see if it was feasible on a real Game Boy, and it was!