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Starbee's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #37 | 3.826 | 3.826 |
| Gameplay | #45 | 3.304 | 3.304 |
| Overall | #60 | 3.152 | 3.152 |
| Audio | #63 | 2.957 | 2.957 |
| NES Feel | #82 | 2.522 | 2.522 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Cool game! Here are my thoughts as I played:
* Couldn't start or restart the game with controller rip
* The graphics are beautiful but well outside the NES' capacity. Sprites with alpha on NES are limited to 3 palette colors, bg tiles 4. This is why it feels like a 16 bit era game to some. Dithering wasn't common on NES but I think that's perfectly legal... the true parallax clouds maybe less so. Same for the color blending on the death screen. The scaling and rotation as well on the game over. Most of the later details are nitpicky and honestly I like them outside the context of this jam; but I gotta point them out since this is a jam with an entire category for being anal about NES-ness.
* Similarly the music, I'm a sucker for breaks but stage 3's music is a little hard to believe for an NES lol.
* I like time as a health system but frankly I think it's a bit unintuitive; from a design perspective I think an easier to understand approach might be to respawn the player at a checkpoint, or have a physical downtime to respawn. The difference between an arbitrary 10 seconds being removed from the clock, and an actual natural 10 seconds you need to make your way back.
* Some feedback on time running low would go a long way. Something like the music speeding up or some flashing red somewhere. Maybe even a "hurry up" type track. Many times I would suddenly combust and not even realize time was out lol. The timer glazes over your brain with numbers the way that a health bar doesn't quite. If nothing else a time bar that you can see diminishing would also be helpful, although I understand that's tricky given how flexible the time length is.
* Could benefit from a retry button given the nature of the game. Sometimes I know a run is cooked, I got 20 seconds left and I took a big fall. Esp on stage 3
* The graphics on stage 2 are GORGEOUS but it is a little hard at some points to distinguish what's a wall and what's a bg element. Especially here:
I think because it's all very dark with low contrast. The gems are a good hint though. Also after that segment you're sort of awkwardly placed with the screen moving up and down a lot.
* It's not immediately apparent that collecting gemstones gives you more time, I legit did not realize this until the end of stage 2. Something like clocks/hourglasses would signal better, or having the gems go up into the clock so the players' eyes follow and understand what they do. Gorgeous art tho.
* I like the core mechanics, I think they were pretty well done. I struggled a little getting consistency especially on stage 3 but I think that might just be skill issue on my part. Am I right that your proximity to the orbs when you grab them matters?
I had to stop after the stage 3 rooms with enemies you need to throw at the wall. I worked my way all the way back up there, broke through, saw there was an EVEN HARDER one with the moon, ran out of time and was like alright I gotta come back to this later I'm too bad at this. I would really like to come back and see the boss before jam ends
"16:57 76.98 27080 184"
Like people said the game is a bit advanced on a technical level for the jam but then Starbee is cute, the game looks and sounds great and I had fun playing, I like the verticality of the (side-scrolling) levels and the boss fight was pretty fun with great Stella animations. Also "Bro ..." is the best piece of dialog I can think of to conclude a game.
I thought the walls and backgrounds were not always as distinguishable as I would have preferred in the second level.
Thanks for sharing!
this has got to be my favorite review yet! tysm for this!!! <3
I thought the grapple mechanic was pretty cute, well done.
It looks and sounds really good! I didn't really get a hang of the mechanics though. I couldn't figure out how to get across larger gaps. I figured out that you can float when holding down jump, but that didn't seem to be enough for some gaps. Could totally be user error though. xD
Great effort, I found it really charming and cute! :)
this game was "beeing" pretty cool with the art, but it wasn't "beeing" nes at all :(
i can sense a little lack of polish in the game, with the me for example having to click with the mouse to "click" a button, plus the text was going too quickly for me to read, nonetheless the game's controls were fun even tho they were a lil buggy :')
Cute protagonist. The backgrounds are a bit heavy on the dithering, but there are some nice pieces especially in the second area. The mechanic with grabbing the circles to climb is interesting. After a while it's tiring my hand though, could be good to break it up with other types of traversal so you don't have to do it all the time.
I like the depth of the gameplay, but after beating the difficult mansion stage I had to give up on the final boss as I felt it has too many hit points, maybe I'm wrong on this though. Very cool game even if not NES-like.
fun but jump and grab being so close to movement confused me
The one handed controls are an optional alternative. Arrow Keys + Z and X is the intended way to play. Thank you for saying it’s fun though.
Very good, but it remind me more of the 16 bit style!
Lovin’ StarBee’s design.
i cannot rate StarBee since i did not actually make anything on this Jam
StarBee is decent, a little bit too difficult, but i can think of a dozen actual NES games tougher than this.
i disliked the fact that the cutscene after death was unskippable, even the gazillionth time.
The cutscenes can be fast forwarded with A but not skipped, and you’re right that it’s an oversight. I’m glad you enjoyed the game as much as you did!
It felt like a SNES game, but overall i like the gameplay! The graphics are good and audio is awesome too
Thank you for your kind words! I'll be sure to share this with the team!