I had to replay it twice because enemies were spawning right on top of me. Nevertheless, the game is fun to play and reminds me of Dig Dug. The graphics are well made, as is the music. The only thing I would have liked more of was fire, because I ran out every time.
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How does your game meet GBJam's theme
you're a dragon with a taste for good old gold... and roasted knights. yum.
Comments
I really loved the visuals and the unique colors chosen for this entry, the game was well implemented, it really has that GameBoy spirit. I believe RNG played a huge part in level generation and that could cause some issues like enemies spawning at the back of the UI for the coins or fire (Although the game would hide the UI if you get close to them, which is a great detail and shows that you've paid attention to this matter, but the enemy is still hidden there and you have to pay attention), another problem was inconsistency with the amount of enemies and the flames you could use, sometime there's just one enemy, sometimes 6-7 of them, but you still have 4-5 flames to use for both of them. the enemies' movement are also completely random, which makes it hard to set them in a way to use the rocks on them. Apart from that, the gameplay feels really smooth, and it's a very well polished game. The music was also fit and spot on. Fantastic Job
I liked this game overall- so much of it worked well! The spritework was great and expressive, and the music was catchy and felt very GameBoy. I also really liked using nose smoke to indicate when the dragon was recharging its flame.
One friction point I ran into was that using rocks to kill knights was difficult, not just because of the timing, but because their pathing appears to be entirely random. In cases where I had less fire breaths than there were knights, I was just waiting for some of the knights to overlap or for them to walk under an area where I could crush them. For most levels generated this worked okay, but in others, it resulted in enough waiting think that I felt inclined to just restart, which was a bit of a shame. If the knights had the ability to 'pursue' the dragon, even for a short time, this might make them more threatening and allow the player to guide them under rocks easier.
Also, I did run into a case where I spawned into a level without any knights and couldn't find any way to progress to the next level.
That said, these were just nitpicks, and since it is a very arcade-y experience, the only thing lost by those issues were high scores, not game progression, so they weren't super big deals. Overall, really great entry!
Gameplay was smooth and definitely gives Dig dug vibes! The graphics were outstanding and clear. The soundtrack was great, my smallest pushback is a personal preference that I would've gone with something that had a bit more drive in it to push urgency into the player. This feels unique and like it belongs on a Gameboy cartridge any day of the week! The idea that you guys got this done in 10 days is inspiring, really great work!!
Been going through and playing all the dragon-related games I can find. (Fewer than expected, but more than I thought yesterday) Like others said, this one reminded me of Dig Dug, but with MUCH MORE UNSTABLE ROCKS. I died almost instantly in my first game because I was planning to wait under the rock for a knight to move close, but the rock fell instantly, crushing me.
Once I got the hang of it, I finally died because a rock was hidden behind the score in the upper-left, and I didn't see it until it had already crushed me.
Still, high marks all around, and a very fun game!
Fun gameplay! On my first try I was confused as to why I couldn't use my fire anymore until I realized that it only has a max number of uses, I think it'd be nice to have an item you can reach for to restore your fire breath even if it's just by one. I love the dragon sprite and the roar, good job!
Great arcade game. Using the falling rocks to take out knights was a nice touch.
The art is fantastic, the music and SFX are great, and the whole thing feels like it could have been on an actual Game Boy. Definitely got some Dig Dug/Bomberman inspo here.
I would happily play more levels!
This game is an absolute banger !
I would really expect to see such a game on the gameboy, reminds me of Bomberman.
Goated art, goated music !
I really liked the gameplay, at the beginning, I didn't understand how to kill 5 enemies if I had only 3 bursts of flame, but it became possible with the falling rocks mechanic, at the end it was very fun to play.
I only got your interpretation of the theme by reading the explaination, but it works.
Congrats on making this game !
Super fun, very satisfying sound design and the animations are very well done. Gameplay is fun too, I think you could easily expand on this with high scores and different level layouts.
Sounds and art are amazing. Still I can't figure out how enemies move, but super solid and fun game. Good job!
Great game and the art is amazing, I really liked the gameplay it reminds me a lot of Dig Dug 2001, a game from my childhood. Such great memories! Good job guys!!
Impressive! I found it very GB in terms of gameplay, the puzzle element mixed with action is certainly a good matchup. It makes me wish there was more levels and variety!
What a nice piece of arcady game design.
Having to juggle with your own movement to face the proper direction to defend yourself never gets old. Falling rocks are also a classic.
I don't mind being unable to bait knights and I feel like the amount of flames you get is more than adequate but I was often frustrated by how long the cooldown for attacks is. Since the player is already limited by their movement and their ammo it seems a bit overkill to have a full second of waiting between each attack. I feel like it broke the sec per sec rythm of the game.
Apart from that, nothing but sycophancy on my end. Great music, top noch visuals, Great job.




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