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A jam submission

Island of the Cursed HandView game page

Fight the crew of Captain Nefarious on your way to the island's treasure!
Submitted by Kieran (K-Embee) — 12 hours, 49 minutes before the deadline
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Island of the Cursed Hand's itch.io page

Results

CriteriaRankScore*Raw Score
Gameboy Soul#304.2944.294
Gameplay#453.9413.941
Quirkiness#573.9413.941
Overall#613.8333.833
Soundtrack/SFX#1233.5883.588
Secondary Theme Interpretation#1443.4123.412
Graphics#1723.8243.824

Ranked from 17 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
Pirates are after some ancient treasure on a lost island. It's gold, and it's old!

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Comments

Submitted

I won't lie -- I was caught off guard by how polished and fun this was! The freeform toony style is elevated by the attention to detail in the visual feedback and animations, the dialogue is witty and unobtrusive, and the mechanics are learnable and responsive. Great work!

Submitted(+1)

Having patterns repeat and be learnable through attacks is such a lovely touch to an otherwise mostly “random mash buttons go” genre is a well executed design choice, which not sure if was all through the game, but def. noticeable at the final boss. Sadly I could not beat it at this time, but I’ll come back for that scalllywag for sure!

Graphics wise the game is lovely, small touches here and there, button prompts are nice, dialog windows ooze in an out, sprite themself are well made and nice atmoshpere on the golden phase!

Music and sfx were all great, I really enjoyed that package!

Mechanics wise it is among the rarer ideas of the jam, so well done! Overall such a lovely game and I’m not sure how I missed this for so long!

Submitted (1 edit) (+1)

Oh, this is really polished. The combat system is really well done, every time I died, I knew it was my fault (and I'm not very good in this games so I died a lot hahaha). Very fun.

Submitted

Awsome game! It stands out (in a good way) because I think I haven't played any other rythm game in this jam :)

Submitted

uuu the combat system is really niceee, one of my favorites i have seen.  I would say the difficulty in this game is just perfect. Good job :D

Submitted (1 edit) (+1)

i beat it! ngl i was pretty scared there at the end that I would have to fight the captain a third time
the art and the music and the story were great; it made the game feel cozy and polished. I especially liked the parrot girl as a character.
the gameplay mechanics were unique. I guess in a sense it's just really complicated quicktime actions, but it's a very interesting mechanic to build an entire game around. I appreciate that the game made a real effort to try and explore the ways it could use the same simple mechanic to build out distinctive encounters and the arcs within them. There were regular length sequences intercut with short but fast beats to keep you on your toes. There were longer sequences at the end of each fight to express more dramatic beats. There were sequences telegraphed through dialogue. Some enemies had a distinct "flows" in all their sequences. The two-line inputs at the end.

despite all that, I do think the gameplay itself was missing something for me. and here i'll just muse for a bit. the input sequences often felt simultaneously not challenging enough and too hard (to not make minor mistakes) - tricky more in the way of not trying to make spelling mistakes on an old-timey typewriter than the way of balling up your ruined manuscript and tossing it into a wastebasket five feet away is tricky. to be fair, "making quicktime actions fun" is a difficult task to start with - but maybe that's the wrong thing to try and compare  it against. you could look at combo inputs in fighting games. usually, learning the combos in those games aren't the fun part; it's using the combos, when you get into a flow of chaining inputs to unleash a devastating attack. those are high skill games, but i feel like there could be a way to capture that same feeling in an easier game like this too (see "beat doctor"). In the final boss fight of this game, there was a brief moment where I felt kind of cool because I could really rapidly input certain combos because they felt "natural" (the final boss has a lot of "circular" input patterns). maybe the game could have leaned into that? i feel like the game tried to put a lot of minor variations on patterns to keep up the novelty and basically test the player by seeing how attentively they could not make any mistakes for as long as they can - but i think that worked against it. like, if i weren't being tripped up with deviations on patterns i've learned, i could build on those patterns so that at the end I was tackling larger combos, so that the game feels easy even though it also feels like i'm doing something hard. simultaneously hard and easy but in the opposite way.
I think that's what made the second fight interesting, because it teaches you something that totally helps you kick that specific pirate's butt. in that case, specifically, it was "how to predict the next sequence(s) through dialogue". but it could also have had sequences of short sequences, e.g. AAA always quickly followed by BBB, or other techniques of making the next sequence subconsciously obvious to the player in nonobvious ways. by the final boss, you could bust out everything and make the player do crazy shit and still feel easy.

just a bunch of unsolicited thoughts. ultimately though, I loved the game, and it's an amazing entry to the jam.

Developer

I wish I could like this comment more than once - while the thoughts were unsolicited, they are much appreciated! I join game jams because I enjoy the process of creating things, and the jam format makes it a great communal learning experience as we all have our unique perspectives to share! To that end, people sharing their feelings on how each component made them feel and what they'd like to see is gold to me.

While I'm very happy with how the game came out, I think you're onto something with the idea that it's "hard but easy" in the wrong sort of way. I could go into why I made each choice that I did, but ultimately it's just "developer skill issue" - I took on a hard challenge (as a solo programmer, did a project that was intentionally mechanically simple to force myself to improve at art, music and narrative design), and could only put so much effort in so many places. I learned a lot from it, but I also didn't have time to fully realise a lot of those ideas, and made a lot of beginner mistakes (audio-wise especially) along the way.

What you mention about the final boss is 100% by design - I wanted it to be something crazy but also feasible, and quickly gravitated towards the circular inputs since they look tough but once you get them down and know they're coming, you can roll your hands over the buttons in a smooth and satisfying way. And the entire fight is designed to show you what the boss can do, before throwing you into a long section where you need to combine them all at once (first the quick inputs from the intro, then clockwise circles, then counterclockwise circles, then semicircles, then all three circles, then circles with surprise quick inputs, and finally the two-line finishers which are also just circles with more A/B presses on the end). And funny you mention fighting game combos, I originally intended to animate the captain's circle attacks as a grab (and the quick ones as a sword strike) after coming up with the input since it reminded me of the usual command grab input. That level of buildup isn't really present in the other bosses - the first one is intended as an extension of the tutorial to get a feel for what the game has to offer, while I focused on the interaction with the parrot for the second one (which was actually developed last), and I simply added "the first enemy's attacks, but slighty longer and including left/right inputs as well as up/down" as the "filler inputs" in between sections of dialogue and flurry attacks.

But I'm glad you enjoyed the game overall, especially coming from someone with such a strong entry!

Submitted(+1)

If monkey island were made in japan it would definitely have this over Insult Sword Fighting. Charming graphics (love the death animation of the first enemy) and great story exposition with the cutscene.

Submitted

Nice game, nice graphics, nice music, nice gameplay, < > < > v v a b, nice good job

Submitted(+1)

Easily my favorite music of the jam, and that's with some really strong competition. Unconventional harmony in a catchy structure. It feels right at home with OSTs from HAL Laboratory games, like the raw personality and weirdness from Earthbound/Mother series meets the chippy allegro of Kirby. 

I trained for Captain Nefarious back on Yoshi's Island, and luckily main an Xbox controller on computer. I think this was a good mechanical choice for solo developing a jam game that allowed you to work on art, music and story, which is what really makes this game fun. Polly's a G. The palette change in the boss fight is cool, but the way the whole scene became spooky was more than just colors. Just really good design all around. The continue without losing progress is highly welcome for a jam game, allowing for some difficulty without discouraging the player too much.

The water shader looks awesome, I like how the layers suggest foam and tide. It is a little difficult to appreciate when trying not to get shanked. Sometimes you just gotta make what you find fun though. 

Overall, a well-rounded entry with a ton of personality.

Developer(+1)

That is very high praise for the music, thank you! I never thought I'd see the day where my work was compared to Kirby soundtracks of all things! I'm not much of a musician, I've dabbled unsuccessfully a few times throughout my life and only recently did the ideas behind constructing melody, rhythm and harmony really click for me. I have your game on my to-play list, and I'm looking forward to giving it a go some time during the ratings!

The shader was not fun though. The shader was my inner programmer co-opting an art day to write some of the most hair-pulling nonsensical math code I have written in my life. I love how it looks, and probably could not have drawn an animation that good looking in the equivalent amount of time, but it was pain.

Submitted (5 edits) (+1)

re: Music - the style also reminded me of crosswalk music in Japan. I think I keep seeing similarities with these Japanese electronic sounds because they a share similar understanding of what makes an "ear worm", and it's less about the specific notes/keys/modes and more about the melodic movement over time, where the rhythmic emphasis is placed, etc. and it's recognizable even across different tonal/harmonic systems. I think even for people who found the music more dissonant than they are accustomed to, they may find that it was actually quite memorable a couple days after playing. That being said, you did stick with many established expectations, for example: tension and dissonance in the battle theme, consonance in the fanfare. I generally think of this as being genre-savvy, similar to playing tropes straight, because subversion for the sake of subversion tends not to be great. 

Edit: I replayed quickly just now to listen to the fanfare, the arpeggio-like flair on top seem to be from a different key. Structurally I perceive this as a "sparkle" effect, in which case, I would de-emphasize their pitches (not too consonant, not too dissonant, maybe Lydian mode, stick landing on the tonic) and play with the timbre to sound more like chimes. Duty cycle modulation is one way you can do that on GB/NES.

re: Shader - oh I did the exact same thing. The background in my game is just a processed noise texture that scrolls with time, and when I started implementing different scroll speeds, it would jump to seemingly random positions (because it was just UV * TIME * scroll_speed). Took me like 3 frustrating hours to figure out how to offset it properly, but in the process it helped me solidify my understanding of UVs. One of my goals in the jam was to practice technical art, and I was happy with my progress here, although it came at the expense of gameplay, so I've also learned valuable lessons about priorities.

It also reminds me of how in Portal 2, the devs were very proud of the animation of the neurotoxin generator implosion, but playtesters didn't even look since there was no real reason  to, and so the devs put up the "In case of implosion, look directly at implosion" sign. I can't hate on technically unnecessary pet projects haha.

Submitted(+1)

I really enjoyed this one. Simple concept very well executed - I found myself absolutely gripped in the gameplay! I turned that cap'n a nice, expensive looking shade of gold... (sorry for spoilers! :')

Great game, well done! 

Submitted(+1)

I knew I would have finished the game as soon as I hit the first combo.

It was so smooth! 

The music sometimes felt a bit off key but the whole vibe was still cool.

Very good job, it was super entertaining!

(+1)

Quick time event the game is pretty awesome! My only gripe is that it was hard to get attuned to the buttons since I am playing on a keyboard, but like most games submitted I cant blame you for that. Otherwise after I got used to the controls, it was pretty intense and fun to see how far I could go.

Submitted(+1)

At first I have to say I was a little unsure of how good of an idea it was to make a game entirely based around quickly inputting sequences of buttons using an input device that doesn't fully correspond to the buttons being displayed on screen, especially when it involves very slim margins of error. Having beaten the game, my initial feelings were pretty on the money, since it does give the game a bit of a frustrating difficulty. 

What I also have to say is that everything else about the game, the visuals, the story, the fact that there even is a complete story, the design of the fights and how they incorporate dialogue sometimes, more than makes up for it. I particularly enjoyed the parrot calling out the next attack and the way the fight twists that concept around afterwards, and the way the palette swap is saved up until the last fight in order to break patterns, change the mood and up the intensity. That palette swap with the music change was a great vibe, very "oh shit it's going down now", and that was probably my favorite music track too. 

Which brings me to my next thing, the music. I feel that it was really impressive in how complete and varied it was, and sometimes the mood and the vibe are really top notch. It's well made rhythmically but sometimes it just has some harmony that just sticks out a whole lot for me, personally, like something just doesn't quite sit right. You should still post it somewhere though.

Overall, the gameplay is pretty basic but you did a lot with it for what it is, it's a bit too hard and fights are maybe a bit too long, but it's a very impressive complete experience. Great job!

Developer

So fun fact about the music. I'm not much of a musician, I've tried to unsuccessfully dabble a few times in my life, and I've only really "gotten it" and been able to do stuff that I think is at least presentable, for a year or so. So as a rookie whose least favourite part of composing is harmonizing, trying out a new DAW, and having a dozen other priorities because this is a solo project, I turned on the "chord stacking" effect on the synth I was using for the harmonizing instrument since it "sounded cool", and proceeded to immediately forget that you're only really supposed to use it for instruments that play one note and made every single chord in like half the soundtrack exclusively minor chords. There were a few tracks I turned it off for while composing because the dissonance was that bad, but I genuinely didn't catch it until after several people had already pointed it out.

lovely art  and music! Fun game!

Submitted

Nice touch drawing the island map in loose ink lines instead of tiles, it reads like something a pirate actually sketched. and offering four control schemes so nintendo and xbox button order both work is nice touch. great job