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A jam submission

TOMBView game page

TOMB is a short metroidvania inspired game made for the GBJAM 14 gamejam.
Submitted by QAndrei, ClarNuMattia — 13 minutes, 14 seconds before the deadline
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TOMB's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#4242.7113.833
Secondary Theme Interpretation#4302.3573.333
Quirkiness#4352.5933.667
Gameboy Soul#4602.5933.667
Overall#4882.2783.222
Soundtrack/SFX#4941.7682.500
Gameplay#5461.6502.333

Ranked from 6 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
The story of the game is about a brother that finds the old notes of his brother in the Tomb that he calls his home
I have reuploaded the same version of the game with a play in browser port uploaded: https://qandrei.itch.io/tomb-reupload

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Comments

Submitted(+2)

I was reading other comments and they are really complete and I agree with them. For me it started a bit chaotic, there were some rocks, I had a gun and a shotgun that feels pretty similar , I can't break the rocks... ok. I will continue, there are some "enemies" but I can't kill them, then there are some enemies I can kill, then there is a boss I need the shotgun to kill it otherwise it is pretty hard, then I have a pick to break the rocks, I didn't see when I got that one.... It is pretty great for a first jam though.

Submitted

Great job on your first jam! This game has a lot of personality, and there's a lot to do in it, complete with a boss!! I think the sound could have used a bit more development, but for a first submission this is amazing. There's issues with the platforming as mentioned by other comments, but platformers are actually surprisingly difficult to make. Some notes for consideration:

  • For an action-focused game, movement is key, and not being able to jump and move is killer. I'm guessing you've got an if/else if block reading your inputs. For left and right, you can store a vector for directional influence, and use two ifs (no else). Apply a positive or negative X unit vector and multiply it by your speed. Similarly, have a separate conditional for jumping.
  • Collisions with platform corners, including destructible blocks, are being handled as returning to the ground while some groundings don't get determined, so you can get stuck on the ground until you walk off a ledge to trigger another check on a different ground. I can't offer more specific suggestion without looking at code, but it sounds like you don't do a grounding check on every update. Doing a check every update can easily solve the latter, but the former is harder.
    • When a block has something over top of it, perhaps the collider should be considerably smaller, at least enough to be too small for the amount of velocity pushing the player into the block. However, once a block has an exposed top, the collider should be at least as wide as the block, or the player will struggle to land on it.
    • When doing the ground check, test to see how much of the player's collider width is actually colliding with the platform and tweak it. Too little, and being near platform corners will let you jump before even landing. Too great, and you won't be able to jump when you're standing only partially on the platform.
  • Stacking ropes close to each other allows you to stack upward acceleration, and combined with the limitations of AABB collisions, can make it really easy for you to fling yourself past ceilings and sequence break or even softlock yourself above the level. You should consider keeping track of the sources of "forces" that get applied to the player, so you can prevent this stacking. However, if you wanted to lean into it, you might consider using raycasting for collision instead.

Regardless, good work!

Developer(+1)

Hello! Thank you so much for the feedback! I think we're gonna take it into consideration the next time we're going to work on a game(or this game)

Submitted(+2)

Congrats on finishing your entry! It's a fun little metroidvania with a really cool looking boss sprite. I do wish I could walk and jump at the same time. The rope is a bit buggy, I climbed into a rock, but I managed to get out with the pickaxe. Sometimes after a jump, you can't jump again until you fall, might be a collision check error?

Amazing what you did in a short time, Cheers!

Developer(+2)

Thanks so much for playing our game! For a team so small and inexperienced such as ours every comment and critique counts!

We are very much aware of the bugginess of our game, it's mostly due to the time constrains we had. We may remake the game another time when we are more experienced though!

Submitted(+2)

Vibes are great, love the art style & I think it feels v gameboy - lil guy whipping out a revolver the size of them is very fun! Controls are a bit janky (would be nice to be able to move left/right and jump at the same time), the bullet seems to only travel about 1mm out of the gun? and would love some spooky tomb music, but great for a first gamejam!

Developer

Thank you for playing our game! We will definitely take in account every critique in the remake!

Submitted(+2)

I really liked the bizarre deep lore drop from the note I found. Unfortunately, it also wouldn't leave my screen after I found it so I couldn't keep playing :(

Developer

Hi! you have to press space for it to dissapear