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On the Trail of G.O.O.S.E.'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #850 | 3.535 | 3.535 |
| Creativity | #3109 | 3.566 | 3.566 |
| Artwork | #3611 | 3.293 | 3.293 |
| Audio | #3878 | 2.909 | 2.909 |
| Enjoyment | #4177 | 3.000 | 3.000 |
Ranked from 99 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
They've sent Dracula in his submarine underwater (sent the Count down) under a strict time limit (count down) to enumerate feathers (count down).
(Optional) What would you like to be called if GMTK features your game?
Alex Kazazis
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Comments
really fun game with a cool concept i wasnt very good at it but i think im just bad at it. the story is amazing and could go a long way for a full game. Anyway hope you can check mine out!
Thank you so much for trying it! It turned out harder than I intended, and I plan to fix some of the most unfair moments after the jam.
I liked this :) Lots of good stuff to say about this game. The narrative introduction is very funny, the part where the guy told the control during the dialogue got me ahah Like breaking the fourth wall. Gameplay is very well introduced, each level adds a mechanic, so this is good to learn how to play. The balance is also quite well made, with levels requiring 1 or 2 tries before finish.
I actually did not complete the 4th level though, I think perhaps I misunderstood something about hull damage, because I thought the damage was decreasing a bit too fast when going too deep.
Thanks so much for playing and commenting!
In the 4th level you can find a pearl that allows you to dive deeper. The pearl is behind a locked door. To unlock the door, you have to dive below crush depth, using the dash command to move fast, press the switch that opens the door, and return above crush depth to pick up the pearl.
Very col game, I love the vibe. It remindes me of old gameboy games. Also the dialog is very well written for such a small game :) The level are very difficult (maby thats why they remind me of old games) but that is not a bad think :)
Thanks so much for checking it out and leaving feedback! Glad you liked the writing, I had a lot of fun with these characters.
Yes, as often happens with jam games, it turned out harder than I intended. Not enough time for balance!
Crazy how good this artstyle is! Great job! Sometimes the hitboxes didn’t quite feel right which was frustrating. But otherwise I had a blast playing!
Thanks so much for playing it, and for your kind words about the art.
I'll be tweaking the hitboxes after the rating period.
Pretty cool game! Was not expecting for the Count Dracula to explore sea as a shark, but it was a cool "arcade" experience, with nice pixel art, congrats!
Thanks so much for playing & commenting! Appreciate it. :)
Definitely struggled with moving the sub at times, but trying to create a route to grab all the feathers was a solid challenge. The writing made me laugh a bunch, really nicely done!
Thanks so much for checking it out, and glad you had fun!
thank you for introducing the word "mortalsplaining" to me
Thanks for playing and commenting! I was very proud of that line, haha.
The spam filter has decided I'm bad, so I can't post on other people's game submissions right now, but here is my feedback on your game:
Great job of scaling the challenge gradually. It felt neither trivial, nor overwhelming.
Very funny writing: I loved the political parties and the occupations. (What a world we live in.)
The art is perfect for the theme, with just enough variety to keep things moving. Some of those portraits are incredibly goofy. :)
Dracula in a submarine collecting feathers. This is why I love game jams.
Right? It's just the place to try out your most preposterous ideas.
Itch.io's spam filter hates me for some reason, but here is my feedback on your game (which I couldn't post on the submission page):
This is a really clever twist on chess. The fact that pieces can be deployed anywhere (for a price) really expands the tactical possibilities. Then, when all the starting pawns begin to expire, the end game becomes absolutely frantic. I love it.
The music hits just the right tone, exciting without being distracting.
I liked the creative triple meaning of countdown. It was pretty fun to try to race through the level to get all the feathers. The hitboxes were a bit annoying, as there were gaps I felt I should've fit through but couldn't, or enemies I thought would not hit me but did. I don't really understand when your able to boost or for how long. The writing had fun personality and I liked the count's character!
Thanks so much for all the detailed feedback! I'll be tweaking the hitboxes post-jam.
As for the boosting, it lasts for half a second, and the cooldown period is 1 second after that. There should probably be an indicator in the GUI. I'll add it after the jam period.
Loved the art of the count and fits the theme very well.
Thank you, appreciate the feedback!
Excellent intro and cool game!
Thanks so much for checking it out!
Very creative with the count downs. About the hit boxes: You can make separate hit boxes for damage tracking and the harpoon, also maybe make the hulls hit box a bit smaller, it was kinda annoying that I couldn´t go through one block gaps. I have thalassophobia, so that angler fish was pretty spooky and the time was very well balanced as well.
*smacks forehead* D'oh! I'll try that later on. :)
So glad you enjoyed the game, really appreciate your input. Glad at least a couple made it to the final boss; I realize Level 5 turned out too hard.
I love the artwork for this, it looks amazing and is an enjoyable game to play!
Thank you so much for playing and commenting!
It seems the enemies' hitboxes are larger than their visual models.
Thanks for checking out the game!
The hitboxes are more or less flush with the visuals.
I could make the hitboxes smaller, but that would of course also make them harder to hit with torpedoes. I will experiment after the rating period.
It's great that you read the feedback. I sincerely wish you success in your projects.
Pretty funny and random experience, maybe making the player collider a bit smaller as the hitbox feels a bit unfair. Overall though a great concept!
Thank you so much for checking it out! A few people mentioned the hitbox, I'll tweak it after the rating period.
Very funny concept and execution. The music, art and story areappropriately funny.
Though it can be pretty awkward to maneuver in tight spaces, that one feather in level one being an example, or that one corridor with a jellyfish in level two
Thanks for playing, and for your kind words!
I think I know the ones you mean. Those challenges were intentional (but the intent was to challenge the player, not to enrage them, lol).
Fun little game!
Thanks for playing, and so happy you enjoyed!
By the way, the spam filter won't let me post on your game's submission page, but here are my impressions:
Good variety of ingredients, techniques, and levels to maneuver in. An impressive amount of content for a 4-day game. Cool music, too.
The chopping was a little counterintuitive at first, but I got used to it quickly.
Bug: The score I got was always "A," even when I failed the dish.
Fun game! I liked progressing between the levels and gradually unlocking more features. As many other comments already said I too wish the hitbox was a bit smaller, otherwise a great little game!
Thanks for playing and sharing your thoughts! I had more features planned, but... it just wasn't realistic under the time constraints. :)
Also, the spam filter won't let me post a comment on your submission page, but here is my feedback on your game:
A smart twist on the endless faller, and rather fun to play. Beautiful psychedelic visuals, and a suitably gothic soundtrack. The four different special items provide for a bit of variety in gameplay.
My one quibble is that the pickups, while they look great, don't necessarily look like what they represent, what with the bright colors and the glow.
I like the humor, art, and world building. I didn't enjoy being on a timer to collect things.
Thank you for playing and leaving your feedback!
I felt the timer was necessary to take triple advantage of the "Count Down" theme, haha. But I know it may be a bit too punishing, it's hard to balance in such a short period.
nice game! it reminds of retro style pacman
Ha, yes, that is part of its DNA for sure! Thanks for playing, glad you enjoyed.