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How does your game meet GBJam's theme
We thought it would be cool to make a game about a tomb raider collecting a single relic scattered across four dungeons.
This is the result, though we didn't manage to finish the game. We will definitely complete it in the future, however.
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Comments
Very nice graphics and dungeon layout. But I didn’t manage to turn the lever in the first room…. pressing X didn’t do anthing.
You need to go a little further to do this.
(:
This feels so polished graphically. Seriously! I love the colour scheme, and even though I'm pretty bad at games like this,I enjoyed it playing it.
Thanks. Actually, the graphics were the quickest part of what we did.
The controls are definitely too slippery. As other people noted, it is *really* easy to careen into obstacles when traversing doors. Either a reduction in movement speed, or the addition of a screen fade between rooms would likely resolve that issue.
The style is coherent, the aims clear, and the dungeon design compelling. The mechanic of leaping across gaps is not approached in a way I've usually seen action/adventure games do it, with the long cooldown animation to ensure you *really*want to commit to the jump. It feels like if Tomb Raider was top-down 2D and for the GameBoy.
Closed doors do sometimes blend into the walls, making it easy to miss possible paths, though its unclear if that's intentional or or not. You can't exactly walk through a closed door, after all.
Oh goodness, am I bad at this game, though. I got the whip exactly once, and immediately lost it.
Yes, the levels turned out to be hardcore—especially the second one, which saw a disproportionately sharp spike in difficulty.
The thing that kept getting me was continuing to hold forward after entering a door, and immediately falling into pits xD - super fun though! Great stuff :)
Yes, we considered disabling controls for a fraction of a second so you wouldn't fall into a chasm after transitioning to the next scene. But we didn't get around to doing it.
Very nice artstyle!
Thanks :)
Actually, that was the easiest and quickest part of everything we did.
I really liked the presentation and the indiana jones vibes in the game, but admittedly in the second level once I got the torch I had no idea where to go if thats what you meant by unfinished
Unfortunately, yes.
There was a lot we didn't finish, and the second level didn't turn out quite the way I wanted.
We actually have rough drafts for the next two levels, but assembling them—and setting up the transitions and all the interconnections—turned out to be a bit more complicated than we’d hoped.
Still, we plan to finish the game, tweak and rework the second level, and optimize a few things.