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Nibble's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Most Fun | #1 | 4.083 | 4.083 |
| Best Christian Teaching | #2 | 3.917 | 3.917 |
| Best Overall | #2 | 4.167 | 4.167 |
| Best Mood | #4 | 3.583 | 3.583 |
| Most Innovative | #5 | 3.667 | 3.667 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was so fun! My friend and I tag teamed it until we passed the last level. Lots of screaming and laughter. We loved the messages between. Congrats!
Thank you! Glad you were able to get to the end! My worry was the game would either be too easy and thus too short, or it would be too hard and people wouldn't make it to the ending. :)
This is like the perfect jam game it's so small and simple but works so well. p.s. I love the fact that you can just juke the guards by side stepping last second.
Thanks! Yeah, there's some logic in there that lets you dart between some guards as long as you're both not going into each other's tiles (hopefully, unless there's a bug :D ).
Well done! You definitely nailed the retro vibes with this one :)
Thank you! :)
Seriously great game. I absolutely love the way that you really drove at the meaning of the verse, and sought to weave that into the narrative of the game. Excellent application, and I think that you did a superb job.
The game is very cohesive, and you made excellent use of various fades, wipes, effects, or other transitions.
The puzzles are good. I like how there are at least two ways to solve the Rocky level -- I think I beat it in an unintended fashion, but it was still fun. I would like to see more done with this sort of thing in other levels, but maybe what I just want to see is more challenging levels -- it felt like half the game was tutorial, and then the actual "meat" of the game was relatively short. I suppose that's a good thing though -- if I'm just left with wanting more. :)
Hole control is a bit finicky, but not sure how to fix it to be better. In general though, I was able to get it to do what I wanted.
The guard AI is good, and seems to behave well.
Art style is incredibly consistent and the game just fits together well.
Really nice job on the game -- you definitely made it feel very "complete" and polished. It's often tempting to bite off more than we can chew in these sorts of things, and you did a great job of keeping the scope of the game manageable and delivering a complete experience.
Love the art, love the sound, love the animations, love the game. Great work!! This is very much a playable parable, and you did a great job on it.
Thank you! I appreciate the feedback!
Good puzzle game!... I think... I enjoyed being the one who robs the shepherds (bad)
Glad you enjoyed it! Makes you wonder... :D
I had a lot of fun with this one. Kept getting caught. Kept going back for grapes!
Glad you had fun with it!
Nothing big to complain in this game, so I will just nitpick then.
Fox might have got caught, and yet still appear on the other side of the hole. That was slightlhy dissatisfying.
Forgot the levels name, but there was one quite hard level, maybe 8 or something, where I kept actually succesfuly doing of luring the guard far away, and then getting through hole away from the guard, and then instead of pushing arrow I pushed Z, that happened twice, which was verya nnoying, and it wasnt even fast situation at that point anymore, so there is something confusing about the key combination.
And then only reason I was confused about the rules, was becaus you put those rules on the page.
On the second level, insetad of figuring out that guard doesnt catch me instantly when going behind bush (picking grape behind bush), I instead was trying to figure out why Z and X do nothing, and kept through my keyboard thinking maybe you accidentally marked something else as z and x.
But other than that, excellent level design. Both from being fun and suitably challenging, hard but not too hard, and especially with endless tries it was possible to keep them hard, and they also taught you how to play the game excellently, forcing you to learn stuff. That as I said, if I had not read the instructions in advance from the page, I wouldnt have had the confusion.
Looked like this could have been a commercial Nintendo 3DS game and musics were similarly suitable, well, except that this had been too short a game for a commercial release. But from quality and looks point of view, could have easily believed this could have been published to 3DS eshop.
Christian Teaching part I liked how you first of all flipped the role around, instead of guarding from foxes, you were the fox grabbing the grapes, and also there was a point to that being so in the end, in a way that fits to the verse.
I however gave you only 4 starts in the end for the best christian teaching part. For while idea was excellent, the execution did fail a bit.
When game had finished, I didnt understand the message very well in sense I didnt understand the xonnextion to the game, not until I read your desxription from the page (thanks for keeping it behind spoiler kind of tag, didnt know there was such an option), therefore I came to xonclusion that while the message is excellent etc. it howecer failed to deliver it without additional explanation, whixh in this xase was a problem.
For there are two kinds of messages. Ones like this one, which are meant to be understood instantly when you see the reveal, and then the are those like Narnia, where the power comes partially from the point that you dont fully understand it right away, but you keep thinking it more and more and you realise more and more.
Since this didnt fall to Narnia type, it failed a bit, despite otherwise being great.
There was also another thing I was thinking. For I think you once made similar kind of message to earlier speedgame. I dont recall it exactly, but it was something about father/daughter relationship/ Mayve it was dungeon crawler kind of thing and in the end you realised it was your daughter resisting you. That was great, it translated instantly, and it also worked all the way great.
It was also easier to deliver, since the emotion of the game was already battle and chaotic, and then the resolution fit to that emotion. In this case it was harder. Since this is childhood happiness kind of mood, while everything is axtually breaking. Now that mood fits the idea, since you are ignoring your relationship, and keep living in childhood fantasy, but the transition to the end didnt work in this case. As in, you did right going from childhood game fantasy to the end emotion, but the transition didnt work.
In the previous one the transition worked too, but that might have been simply, because it was easier transition, this one was much harder, going from comlpetely different type to another one.
But great game. Have played roughly third of the games so far, but this has been clearly above the rest currently. Might well be the winner.
Oh yeah, the innovation. I was bit wondering what to give on that one. On one hand, there was mostly nothing unusual in this. Moving uards, alerting guards, grabbing stuff, seen that on many oher games, even Zeldas, on the other hand, that digging hole was unique (oh, and smiled on that reference to DigDug), switching to fox instead of defending against foxes was unique, and the way you implemented the christian message was worth uniqueness, although it is same way as you did before, but that is unique to you, and brilliant too by the way, loved both times you did that, so currently having it at 4, but might still decide to change to 3, which howeevr seems like too little.
Thank you, I appreciate all the feedback!
It's very impressive how this feels like it could be a full game but was made for a game jam
Thank you! 🙂