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A jam submission

Go Go Kobold!View game page

The hoard is too big, as the Kobold it is your job to sort it out based on the dragon's whim.
Submitted by Achie — 15 hours, 8 minutes before the deadline
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Go Go Kobold!'s itch.io page

Results

CriteriaRankScore*Raw Score
Quirkiness#1063.7323.732
Secondary Theme Interpretation#1183.4913.491
Graphics#1253.9733.973
Overall#1593.5033.503
Soundtrack/SFX#1823.3573.357
Gameplay#2363.1073.107
Gameboy Soul#2803.3573.357

Ranked from 112 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game meet GBJam's theme
Takes on a double meeting. Old Gold could refer to treasure from the old times, which this game revolves around, and Old Gold, because we want to throw out the old, unwanted stuff.

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Comments

Viewing comments 70 to 51 of 70 · Next page · Last page
Submitted

Very little to add on my part -- adorable little game that stays exactly as long as it needs to. đź’š Fantastic work!

Submitted

A decent game that tests attentiveness and speed.


I liked the way item variations are generated.
Once, because of the star potion, I put in a ring and got burned by the dragon.

However, sometimes it’s hard to select the specific item I need, even when it’s right on top.

Submitted

I somehow managed to crash the game on the title screen 🥺

Very cute game, I love the art and the sfx. The sorting mechanic is simple but pretty fun! I found myself getting burned even when putting only the correct items at a pretty decent pace though.

Developer(+1)

Not sure if you tried with controller, sadly the version of the engine I made this had a bug which crashes the game the moment you touch one :( reported and fixed, but you know, locked files. If it was something else wouldnlove to hear about more if you can redo it!

I’m glad you enjoyed some of it, the dragons patience does need some tuning, will look into it in a follow up patch (It will fire at you if there are too many item not sorted yet)

Submitted

Yea it was with a controller.

Good to know about the cause of the fire, thanks!

Submitted

A cool and quick game, i really like the cute pixel art and the helpful tutorial

Submitted

Simple and quick game. I played it a few times and was able to get a third undesired item in the dragon's list.

Is there an end state? Other than the dragon breathing fire, I wasn't sure if I was making progress because there isn't any other tangible or clear feedback for the player to gauge how they're doing (such as a score or a timer). As others have said, there also isn't a lot of clarity for when the dragon will spew fire, and I wasn't sure how to prevent it from doing so.

Nice artwork, good audio. Some polish on the UX would elevate the whole game.

Submitted

Seeing comments people already wrote the feedback I have. I'd only like to add that the picking up cursor wasn't really intuitive. I'd just keep walking in between dragon and the pile and I'd feel like items sometimes wouldn't get picked up, because there's some distance in between the character and the cursor. But overall, really nice game! Very well presented

Submitted

Oh, that's what he DOESN'T want. Boy, that took me a minute to understand. I thought it was four separate symbols. Maybe you just could have put an X through it?

I love the fire effect - I wish I could actually dodge it if I start messing up haha. Definitely gave me the feeling of being a hapless dragon minion. I especially like your stylistic choice to wrap the dragon's body around the screen frame. Very nice tiny game!

Submitted(+1)

Congratulations user! You are the 100th person to review this game. For your prize you get to yap about the game.
Pretty cool I quite liked this one, it's simple and once I figured out what was going on I quickly tried to get more pieces finished without making mistakes. The only thing I'd say this game could be better on is the music being just kinda okay I guess. Like the song itself isn't bad, I just feel like the drums are kind of random if that makes sense. Overall I liked this little experience.

Jam HostSubmitted (2 edits)

super cute little game! i really love the kobold and dragon sprites. really simple but fun gameplay too! the comments from the dragon are a really nice touch and made me laugh. i think i would have just had a “good” and “bad” sound effect and not thought to have word balloons. i really like your interpretation of the theme too. i would have never thought to make a dragon treasure sorting game even though my game also involves a dragon and treasure.

some thoughts/small nitpicks:

  • it took me a little bit to figure out the rules because i immediately moved to pick up treasure and they disappeared. it wasn’t totally intuitive to me that i needed to move back over near the dragon’s head to see them again. i think it would have been better to just make that always visible rather than hiding it (our game suffers from a similar issue with the HUD actually lol).
  • i feel like sometimes i got roasted for not doing anything. i guess maybe i took too long? i did notice the dragon starts to look angry and says “quick” but it felt like there wasn’t much warning before he breathed fire. i wonder if more feedback on that could help. maybe some screenshake or a little smoke coming out of his nose could help to warn the player. actually, because i’m not generally looking at the dragon most of the time, a sound effect might be best to signal to the player that it’s getting impatient.
  • i would like the kobold to move just a little faster. it felt like just moving back and forth took too long. it did add a lot of tension when i feel like he’s moving really slow and the dragon is yelling to speed up!
  • picking up a specific item was pretty tricky when they start stacking up on each other. i guess this is part of the game’s design though, so despite being frustrating to me as a player it makes sense.
  • the music is nice and catchy but gets a little repetitive. another possibility to give the player more feedback on how they’re doing would be to have a subtle shift in the music each time they lose a heart. so it could get a little angrier and less happy sounding. i’m not much of a musician, so i don’t know how i’d go about doing that but it could be cool lol.

really nice game. well done!

Submitted

Cute game with a fun presentation (especially the art)! I think I lucked out on the rules on my winning run, I had three specific "no circle version of X item" rules and then a "no circles at all" rule.

Other comments have touched on my feedback already, which is that I didn't realize the dragon told you the rules (I usually don't look at the screenshots or read before playing), and the overlapping items can make it difficult. My suggestion for the latter would be to prioritize items added last (and are on top of the draw order) when picking stuff up.

Submitted

This is a reasonably polished entry with a cool overall aesthetic. The gameplay loop is functional, but repetitive, and difficulty ramps a bit too quickly. Spawning items on top of each other is a bit annoying. A second button to permit strafing could alleviate concerns about clunky gameplay. 

Submitted (1 edit)

I think the idea was fun : it mixed memory, recognition, and good execution ofc. I like how you can make a lot of combinations with a limited palette & icons.

I struggled at the beginning to understand the rules, I think it should be clearly stated in the rules that the dragon tells you the items you should NOT give him, because I was confused the first minutes.

Lovely art, amazing palette choice. Nice audio too.

The pickup needs a rework : I noticed after testing that the pickup point is at the top of the character when you go upwards, and at the bottom when you go downwards, which made it feel inconsistent. If it was difficult on purpose, I think it should still be more consistent as there is already the time constraint.

I think the difficulty should increase slowly : it's so easy to lose after picking up only 2 object because you are discovering the game, the rules, etc. and you are slow.

Good game !

Submitted

Wow, I really like the game At first I was a bit confused but than I understood it and the gameplay was really fun. I also like how the dragon is looking at you and the other graphics and the color palette is also very nice! 

Submitted(+1)

Put this one on my to-play list as soon as I saw the progress pics in the Discord during the jam, I absolutely love the artstyle and theming of this one! It took me a few tries to beat, and I have a few thoughts on the gameplay as a whole:

  • The gameplay is absolutely frenetic, bordering on unmanageable during the later stages as items come in faster than you can sort them. Probably the most stressed I've felt during a jam game - I respect the vision if that's what you were going for.
  • The game counter-intuitively gets a bit easier as it goes on. I let out a sigh of relief when whole item types/icon types get banned by the dragon as it means I don't have to keep track of the previous item/icon combos. Not sure how intentional this one is, but if it's intended to keep the difficulty manageable while increasing the pace and pressure, that's a genius but of design right there.
  • Hit registration felt a bit iffy at times - I'd walk into the pile thinking I'd picked something up only to turn around empty-handed. Upon further experimentation, it seems like the kobold only has a pickup hitbox in front of it, when I'd expect one on the sprite as well
  • I have mixed feelings on having to go to the dragon to see the (new) rules. This is the kind of thing I'd expect on a pause screen or as an always-visible hint, but having to take time to go and read the new list definitely adds to the frenetic stress of it all. Again, respect the vision if that's what you're going for.
  • The difficulty feels just right for this sort of game. It's decently difficult, but it's a quick enough game where having to retry doesn't feel bad at all and lets you get the hang of things.
  • I had items stay stuck on the wall of the pit more than once, that hitbox feels like it should've been extended as well.
  • The items spawning in feel a bit cluttered, IMO it could've done with a little bit more spacing both vertically and horizontally, so it takes a tiny bit longer before all the new items blend into a big pile of stuff.
  • The fire is a genuine jumpscare when you're not expecting it.

Still, this is a really good game overall! It's a very simple premise executed well, and I enjoyed my time with it!

Developer(+1)

Thank you for the lovely detailed feedback! Glad you had fun with it even if it has it’s flaws!

Indeed the game was aimed to be a frantic “omg what do I need to do with this one” kinda game! Love to see you pick up gamelay ideas, items do get more frequent as the rules “relax” in the lategame so it is kinda a balancing power (that said they seem to be still too fast for some sadly), and is the reason behind the rules being hidden unless you are close enough. Wanted the player to experience the “oh shit can I throw this? I forgor” moments and the eventual triumph when you can lock in and defeat it.

Pickup being janky is a genuine design mistake in the meaning of I wanted to invoke old janky controls, because no game controlled perfectly, but now I see that it just gets in the way of the player, a very hard lessons learned through all the feedback x)

Items piling up is somewhat of a choice meaning I liked the idea but didn’t really have the time to tinker/try others, def. something that I’ll have to deal with in some way with a post jam update!

Submitted

Really simple concept, but it works very well. The whole game revolves around one mechanic, and the level of polish makes it really satisfying to play.

The visuals and music are great too. Nice work!

Submitted

The concept is simple but challenging, very cool idea! The graphics are nice and readable, and the color scheme is pleasant as well. I do agree with some other comments that the pickup point was a bit awkward at times, but I guess that’s part of the challenge.

I played this on stream today (recording here) in case you’re interested in watching someone play through your game. Great job!

Jam HostSubmitted (1 edit)

Normally I'd read the other comments to avoid duplicating, but... wow.

In short:

Love the combinations that emerge from just two properties: symbols/items. Makes each run fresh and stops you from "learning" the memory aspect.

Art very cute and clear.

The only part that felt like I lacked control is when you have 5 or 6 rules and you throw away more than you keep. You want to be able to pick the one good item out of the pile to stave off getting roasted but you don't have enough precision to do so, and just end up tossing items until you die. Still fun, but does put a fairly hard cap on progression.

Prime example of setting a good scope so that everything you do have feels polished.

Submitted

This was fun! I really enjoyed playing this game! From an pixel art perspective, I love the dragon how expressive you made it when it comes to following the player with the eyes and even the light difference expression.  Great work!

Submitted

I loved the gameplay loop and the graphics were awesome!

Submitted

such beautiful art with a masterpiece theme the animation of the dragon throwing flames at you was phenomenal it must took you a long amount of time if you made it your self .one thing throwing me off was when every item clutters together and if I picked the wrong one i will get burned. this made it stress full but after getting into the flow of things the game was super fun

Viewing comments 70 to 51 of 70 · Next page · Last page