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How does your game meet GBJam's theme
Old Gold, Old Bones interprets the theme both literally and metaphorically. The protagonists are aging adventurers forced to confront the consequences of their former greed: the gold they stole became cursed, creating monsters with coin hearts and corrupting the land. Gold is also central to progression, as the coins earned during each expedition are used for permanent upgrades and to reunite the old party. “Old Gold” is therefore both the ancient treasure haunting the world and the past the heroes must finally face.
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Comments
Loved the character sprites, and keeping your gold between runs makes the upgrade loop click. Solid work
Thanks for playing! I'm glad the upgrade loop came across clearly
Nice title lettering, the ornate serif with the skull between the flourishes sets the tone before anything moves. and keeping your coins after a defeat so the tree grows every run is the right call for a jam sized loop. nice job
Thanks for the comment! I really appreciate you noticing the title design too, that was one of those small details I spent more time on than I probably should have.
The fourth game I've played for the Jam. Old Gold, Old Bones was a game that was right up my alley. An autofighter where you collect gold by defeating enemies and then spend that gold in between "rounds". It's a concept with so much potential and given the limited timeframe we all had, Eakka Labs delivered big.
The hue is the first thing that you'll notice and it's certainly a bold choice going with a grayscale palette. I think it works very well with the overall style of the game and the gameplay itself. Everything is very toned down and understated but it's also, maybe in part thanks to that, a really smooth and straightforward gaming experience. I mean that in the best way possible.
On a personal note, I loved the designs of the three main characters, everything from the visual appearance in the dialogue cut scenes, to the way their abilities and attacks differed.
I finished the game and I'll finish it again if it ever sees an update. I think there's still interesting avenues to be explored, although what's there now is truly good.
Thanks a lot for taking the time to play through the whole game and write such a detailed comment. It really means a lot, especially for a small jam project. I already have a few ideas I'd like to experiment with if I decide to expand it after the jam. =)
Finished the game and I thought overall it was a good incremental game at it's bare bones. While I found the sprite work charming I thought it was missing something to make progression dish out that dopamine hit I usually get from incremental games. Finally, at the end, once you beat the last boss if you continue the game you get the same cutscene each time though. The completionist in me wanted to get all the upgrades before I reviewed lol. Had fun playing, thanks for making this!
Thanks for sticking with it all the way to the end — and apparently even beyond what I expected anyone to do! 😄 I honestly didn't account for someone trying to unlock everything after beating the final boss, so you may have uncovered a little bug there. Thanks for pointing it out, and for taking the time to leave feedback!
Thanks for playing and for taking the time to leave a comment! Mend is definitely a little OP, even though I spent a lot of time trying to balance it as best I could.
The fighter was actually meant to lean more into the tank role, while the wizard was supposed to have more DPS. There was originally going to be a fourth hero dedicated to healing, but I had to cut that idea because of the time.
I really like incremental games so I had fun playing this one. I liked the art and upgrades. I stopped playing once i got through the first dungeon but the game felt good to play and really polished. Nice work!
Thanks for giving it a try! I'm glad you spent some time with it. There are definitely things I'd like to expand and refine after the jam, so feedback like this is really useful.