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Goldbeards Legacy's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #469 | 2.453 | 3.800 |
| Secondary Theme Interpretation | #482 | 2.066 | 3.200 |
| Soundtrack/SFX | #533 | 1.420 | 2.200 |
| Gameboy Soul | #536 | 2.066 | 3.200 |
| Gameplay | #538 | 1.678 | 2.600 |
| Overall | #550 | 1.893 | 2.933 |
| Quirkiness | #577 | 1.678 | 2.600 |
Ranked from 5 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
You're looking for Old Gold left by a relative long long ago.
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Comments
I liked the setting of being underwater in a sub exploring a lot, the story kept me interested in getting to the end. The twist was a fun reward for hanging on.
Gameplay-wise I think the ideas were great (exploration, upgrading your sub using pickups you find, getting new abilities) but the execution fell short for me. Mainly, going back to the ship for every upgrade felt tedious and unnecessary, especially after finding the claw. A smaller environment or more things to see/experience might make it more interesting. Also I think more things could have been conveyed clearly to the player, like when they take damage.
My favorite part of the gameplay was the fight with the sea monster (swordfish? I'm not sure lol), that was really fun.
The music and sound could have been more developed, what's there is short and doesn't add much to the experience.
The art was good, I really liked the way the light from the ship tapers off into the water and the vignette as the player goes deeper and deeper.
You put a lot of work into the graphics and it shows! I had a little bit of confusion about how the game worked, but eventually I picked up on it, and I don't see any major issues. Here's a few notes:
Otherwise, great job!
Thank you for the awesome feedback!
We actually intended to include a lot more in the game—we even have a few different enemy types created, but we just ran out of time to test and implement them before the deadline. We definitely plan on finishing the game and releasing an updated, much more polished version as soon as the jam officially wraps up, so keep an eye out for that!
You're totally right about the coins. They definitely weren't supposed to act like that; we accidentally had a coin scene autoloading into the instance, which caused the placed coins to break and behave really strangely.
As for the sand, we actually did intend for it to behave like Minecraft sand and fall on you, but I never got around to coding it—so honestly, I have no clue what kind of glitchy chaos you experienced there, lol!
Again, we really appreciate the feedback and are looking forward to checking out and reviewing your submission too!
I enjoyed the graphics, especially as I dove deeper and you had the vignette that got added. I don't think I progressed very far, though because I could never find the drill and then got lost when I got too far down and couldn't get back to the boat.
Thanks for the feedback. If you watch the left corner it updates with directions of what the closest item the sonar has picked up.
I was crunched for time on this jam like i always am lol.
That Vignette took me way longer than id like to admit.
also in the pause menu i added a return to boat function to help people get back.
I noticed the direction, but I thought it was to the lost boat, didn't see the return to boat option