Play game
198 Au's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Soundtrack/SFX | #88 | 3.765 | 3.765 |
| Gameboy Soul | #124 | 3.853 | 3.853 |
| Overall | #266 | 3.127 | 3.127 |
| Gameplay | #281 | 2.882 | 2.882 |
| Secondary Theme Interpretation | #301 | 2.853 | 2.853 |
| Graphics | #329 | 3.088 | 3.088 |
| Quirkiness | #492 | 2.324 | 2.324 |
Ranked from 34 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
It's a shmup where you fire particles at mercury to transmute it into gold. Unfortunately all the old gold is gone, and new gold must be created.
Leave a comment
Log in with itch.io to leave a comment.


Comments
What an intruiging premise! Competent mechanics, solid visuals, and a trippy little song to wrap it all together. 💚
I think the shooting sound could have been a little less prominent and full-bodied. With how often it plays, it can be a little annoying.
All-in-all, good work!
Thanks for playing and kind words. I saw that you're a GBJAM regular. Look forward to seeing you next year!
I look forward to seeing you, too!
Cute li'l shooter game!
Maybe I quit before I got far enough, but it seems pretty easy to just go on forever, especially with the healing clouds. The title screen and game over effects were lovely, though it would have been nice to see some texture for the asteroids you're shooting.
You're right, it's pretty easy to cheese with the iframes and healing. Ran out of time before I could implement progression, difficulty balancing, and some kind of visual on the blobs. I attached a GIF of what I was hoping to do this with them. It doesn't solve the texture issue, but it's a little more fun to look at.
Thank you for trying the game out!
Oooo I like that kind of effect! I look forward to the next project you make!
Super polished!Love the idea of trying to make new gold by firing particles at mercury!
The shooting sound is too loud imo, I could barely hear the music, which is unfortunate since it sounds nice. Definitely needs more content but the simplicity does have a charm to it.
Getting polishing noticed is a very nice compliment. Though, I probably should've traded some of that for gameplay content. Really appreciate you checking out the game!
I like this shmup! But the game feels a little bland without some upgrades. Great job still!
I'm hoping to cook it a little more post-jam, if for no other reason than game design practice. Thanks for checking out the game!
I like classic SHMUP gameplay. But also, lots of SHMUPS add something to spice things up, like boosts and upgrades and other things. Even though you can never "beat" most SHMUPs, there is still a sense of progression. There is not much of that here. You're playing the same game in the first minute and the fifth.
It's true. I had plans for waves/stages but ran out of time, and should've prioritized progression earlier. Thanks for playing!
This was an awesome experience and I loved the authentic border to it to really replicate the GB feel. I liked the sound effects and the music fit the theme well, I found myself bobbing my head to it. The health mechanic is rather subtle and well done, it also teaches the player how to dodge and strategize movement. The game felt authentic and simple with a well established loop and something you could definitely just play around on while waiting in line. Also my wife really appreciated the loss state animation and sound effects.
Overall well done, looking forward to more.
This is a very generous assessment of the game mechanics haha. Truthfully, any good design here was accidental, but I am taking notes about feedback like this. Thank you for the kind words :)
Neat little space shooter akin to Galaga! Even though I played it on my PC for this review I still really appreciate the mobile controls. Controls are smooth, music sounds great, easy to pick up and quite hard to master.
(not very Gameboy-like, however. It's more akin to C64 in terms of how it sounds. Now I'm wondering if there's a game jam dedicated to SPC-looking games.)
I also appreciate the subversion of the theme of creating new gold because there's no more old gold left in the world. Solid entry!
Wow you're right, there's quite a resemblance to Galaga! I thought I was cooking something half modern with the twinkling stars haha. C64 is kind of a big gap in my experience, I don't think I've ever played one or an emulator. I've got to dig into it. I'm reading about its sound chip and it's fascinating.
Rad music!! The audio in general is FANTASTIC. The game itself is a little lacklustre, but even pulling off controls that feel this good in a jam is an achievement. Not to mention mobile support - nice one!!
Thank you! And yeah, definitely need more gameplay.
Finally got around to playing this one, and my first impression after a few minutes is that quite a lot was left on the cutting room floor. What's here is very solid - everything is satisfying from the movement to the booster to the combo scoring for when you take down multiple not!asteroids at once, but it left me wondering if that's it. Without any in-game narrative to contextualise it or progression systems to evolve the gameplay over time, this is just an endless score attack game, and it's too easy & without any noticeable challenge ramp-up to work as that sort of game. Even something as simple as making it a finite number of minute-long waves that have a few more blobs each wave would have been enough structure to really elevate this, as well as giving it a clear end goal.
For your first game (at least according to itch), and solo to boot, this is honestly excellent. The mobile border is *chefs kiss*, and the gameplay is genuinely fun, but it's missing all of that connective tissue and variation that turns a gameplay element into a gameplay loop.
Thank you for taking the time to give my game a critical analysis. Playing games from this jam (including yours) has given me ideas how to approach gameplay progression and variety, while staying within the scope limitations of a game jam, and still have enough time for presentation and polish.
This was the first jam game I managed to cross the finish line with. I've attempted and failed previously due to scope mismanagement. Well, there was still scope mismanagement this time, but I decided I had to submit whatever I had at the end, no matter what. And having stuck to the plan, even having had to cut so much, it's dispelled the apprehension that's kept my itch page empty for so long.
Anyway, I'm thankful for both the constructive criticism and also to hear about the parts you enjoyed. This jam has left me quite inspired and capable. Looking forward to seeing what you'll cook up in the future too!
I liked the idea behind the theme, with mercury being turned into new gold, but I wish it came through more in the actual gameplay.
The side mouse controls are a nice touch though, and give the game a bit more personality.
The controls actually also work on your phone too! When I make something with more gameplay, I'm hoping it will make a nice way to test away from the computer. Agree about needing the theme implementation in gameplay. Thanks for playing!
This is a great interpretation of the theme! Super clean gameplay. I enjoyed the way the thruster did not provide finite Y control, but slowly drifted back. This is the kind of 'not in full control' feel I really enjoy (similar to driving a car off-road). Considering the tight loop, the only thing I would have liked is a reason to release the blaster. As it is, the button may as well be weighted down.
Fun entry and I'd be interested to see where it goes next, if you add more to it!
To be honest, I'm surprised by how much the Y-axis movement has been well-received (from fellow jammers anyway). It's in there because I wanted to show off the thruster animation, and not for a game design reason lmao. But this provides good insight into why, along with the other comment about how it makes it feel deliberate. Seemingly almost opposite reasons. I plan to explore ways to incentivize its use besides dodging. And also reasons to stop shooting haha. Thanks for the feedback!
Fun gameplay loop and an unique twist on the jam's theme. Comboing mercury is quite fun. The underlying system here is super solid and responsive, I just wish there had been more elements like other enemies, stage hazards, etc. to threaten me. And imo it'd be really cool if the alchemical gold could be transmuted into some magical, out there upgrades and the like.
This is also SUPER accurate to the gameboy's limitations, so that's nice.
Great job!
Jotted down the further transmutation of gold into upgrades as a potential direction to take this, given 198 Au's radioactivity and eventual decay back to mercury, it might make more sense as material/currency for temporary powerups. I haven't made an autoscrolling stage before, it'll be a new take on level design for me. Thank you for checking my game out!
Awesome job!!
Absolutely non‑banal and interesting interpretation of the theme, which is quite rare in this jam! The game has huge potential!! It would be much more interesting to play if you added a plot to the game: for example, crazy scientists have discovered a new way to make gold by splitting mercury. We play as one such scientist (not in space, but in our laboratory), and it’s no longer an endless shooter — it’s a process that has progress and an end, some kind of result.
As for the game in the form you presented it, I would advise adding, after all, a division into levels with increasing difficulty, and a limited supply of projectiles per level. And at least in text form — a backstory (otherwise, without additional description on your page, it’s impossible to understand that it’s mercury and gold :))
And I can’t help but say something about the soundtrack — it’s simply divine!! I enjoyed your wonderful music; it’s incredibly suited to the atmosphere of a chase, a battle, danger, and flying through merciless, cold space…
Great performance!!
I agree with your critiques. Originally, I wanted the setting to be more of a particle accelerator lab, but I didn't have the art skill to pull it off during the jam. Maybe I can rework it. I'm glad you enjoyed the music! I thought it might be a bit conventional but at least genre-savvy, I might take some more risks with it if I can the particle accelerator stuff happen. Thank you for playing and thoughtful feedback!
Funny, there's another game like this in this jam (I can't remember the name of it). I like the idea of collecting gold dust to recover your HP. At first, I thought it was a bug that you could hit connected blobs with one shot, but then I read it was meant for bonus points :D Great work, I had fun playing it!
The other space shmup I played from this jam was Aurumstrike, a full multi-stage adventure with mechanical upgrades and boss fights. It's a good one! Edit: also a game titled Torc, a bullet hell.
I have an animation idea to better telegraph when the blobs connect/disconnect, because you're right, it doesn't really communicate this to the player in-game. Thank you for playing, I'm glad it was fun!
The backstory behind the game is really interesting! It offers a unique take on the game jam theme. That said, without reading the description, it’s not immediately obvious that we’re turning mercury into gold; a brief opening cutscene or a tutorial would have been a nice touch.
I also read on the game page that you plan to keep developing the title, so good luck!
Thank you! I'm glad you like the premise. I'll make sure it's better communicated in-game. I remembered after submission that this particular gold decays back into Mercury when it gets "old", so I plan to integrate that to better align with the theme.
Fun shmup! I liked that you don't move Up/Down with the d-pad like other space shooters, it makes the Y axis feel more deliberate in how you have to move. This has a lot of potential, especially with the creative sciencey premise. :)
My main critique is that the fire sound was very loud, it overshadows the music. And the music is really good, I love the echo-y melody on top of that crunchy bass and the drums.
I was considering reserving Up/Down to maybe cycle through weapons, or maybe to accept time based prompts or something. Glad to hear you liked the Y-axis behavior. I'm planning a movement overhaul after watching how some playtesters tried to maneuver. There are some design ideas from rail shooters I want to try out. Thanks for playing and for the kind words!
Really felt like a classic game! Everything from the music and sound effects to the gameplay itself was really nostalgic. Would love to see how you expand on this!
Thank you! I've been taking notes from community feedback, so let me know if there's anything in particular you'd like to see!
Alright so immediately I was wondering why the initial loading screen for the game was so big, and then I saw it.
Fantastic implementation of making it look like it's actually on a gameboy, A+ presentation.
More variety would have been nice, and I think your spritework for the ship was pretty good too! Can't comment much on the asteroids, but they get the point across pretty well. Well done!
Thank you so much! I'm getting better with pixel art but it takes me a long time to make, so I picked a genre that I could get away without animating haha.
Good intuition!
making the overlapping blobs get destroyed as one was a nice touch. like others said, add some progression / levels / etc and you've got yourself a stew going here.
Glad the combo idea had some juice to it. The feedback about progression is helping me plan for future jam games. Thank you for playing!
Really enjoyed this. the soundtrack especially. There’s certainly scope to expand here, perhaps more levels, upgrades. that sort of thing. I can see from the comments it’s already been said but the shooting volume was a little loud, it got in the way of the soundtrack. nice little game.
A simple core mechanic + upgrade and level variety is maybe the most important lesson I'm learning from my favorite submissions to this jam. Thank you for the constructive feedback!