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How does your game meet GBJam's theme
The monster is guarding gold!
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I didn't fully understand how combat works, but art looks GORGEOUS. A good game!
I loved the visuals, but I craved more strategy. Maybe for Battle 3!
Maybe! If not, the hero could obtain a 4-leaf clover in Battle IV :P
Simple and neat but luck-turn based gameplay. Very nice pixel art, clear and lovely expressions. Was a bit confused what to do at first.
I couldn't tell if the sprites of the enemy were forecasting their next attack or not, so it felt a little hit or miss on gameplay, I think. I would've also liked some sound with this one. Other than that, it looked great, loved having the gameboy on the screen to use. Loved the palette options. Good job!
Thanks! Building the Gameboy UI & hooking it up was a lot of fun. It’s a bit finicky on mobile; I’ll be releasing a patch. Going to check with the mods if I can update it before the rating period ends.
Unfortunately, the tell/hint we originally had planned became too obvious once we put in the final assets yesterday, and didn’t have time to find a subtle way to do it. I think if I were to design it again, I’d disable some arrows when the enemy is at full health, to make the odds 50/50 instead of 25%.
Agreed wrt sounds; they’re also planned for after the rating period
Looks and plays like a gameboy game, though I wasn't sure what the gameplay was about...
I feel like it's a luck-based fighting system?
The animations and expressions are really cool, it's clear from the sprite art that this is the aspect that was worked on most!
No sound though, which is a shame because this is the type of game that would really benefit from it, to make the gameplay more dynamic :)
The original idea was “rock paper scissors” as a game, so “luck-based fighting system” is pretty spot on. Most of the playtesting was done with debug controls, and I didn’t realize how heavily I was relying on knowing the answer until we wrapped up. The enemy originally had a tell/hint, but once we added the arrows to the game, it became wayyyy too obvious when the enemy was off-center.
Your intuition on the sprite art being the core focus is also spot on. Ethan’s art is incredible! It was a lot of fun seeing the character come alive & figuring out ways to juice the sprites up as much as I could code-side. Sound would have really helped sell the attacks - hopefully it’ll come in a post-jam patch!
I like it being presented within the game boy itself, but not sure if there's something wrong but there's no sound (a bug?). Also took a while to figure out the gameplay, so a brief description on the game page would've been great :) Otherwise i do like the art style and the ability to change the palettes.
Thank you! I spent way too long cycling through palettes when I got that hooked up haha
I had sound on my to-do list for yesterday but got a lil’ too lost in the sauce tweaking animations 😅 I’d like to do a small post-jam touch-up with sound, a tweaked game loop, and animations for the win/lose states.