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A jam submission

Go Go Kobold!View game page

The hoard is too big, as the Kobold it is your job to sort it out based on the dragon's whim.
Submitted by Achie — 15 hours, 8 minutes before the deadline
Rated by 82 people so far
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Go Go Kobold!'s itch.io page

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How does your game meet GBJam's theme
Takes on a double meeting. Old Gold could refer to treasure from the old times, which this game revolves around, and Old Gold, because we want to throw out the old, unwanted stuff.

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Comments

Viewing comments 40 to 21 of 51 · Next page · Previous page · First page · Last page
Submitted(+1)

So, it’s an interesting idea.

There are a few issues, though:

1) The pickup point is really awkward. I often placed the item in the wrong spot, and missed even more times while standing right next to the object. It was pretty frustrating.

2) As time runs out, the dragon gets constantly agitated; it really sucks to die simply because there are no items left to bring him. And from what I gather, this happens no matter what.

3) It’s not entirely clear where to put the wrong items or where the "correct" zone is. I tried setting the wrong items aside—away from the dragon—about four times, but he’d smack me for it because it counted as an interaction. I only found out about the hole later; before that, I thought it was just a weird-looking wall.

On the plus side:

The game is quite addictive, with pleasant visuals and music/sound effects that fit the atmosphere perfectly.

Good job.

Developer(+1)

Hi, thanks for the feedback! I’m glad you enjoyed it even through it’s faults! Few questions answers:

1, Pickup is indeed a bit janky, I left it in as a callback for old janky controls of games, learned my lesson the hard way.

2, You cannot die to not being able to bring the dragon no items. It only gets agitated if you misplaced an item (good into hole, bad to him), or if items pile up without sorting after a certain number. Items you do not get an answer for from the dragon are not placed correctly, which probably happened to you. Will try to figure out a way to signal this better

3, The inside menu rules state that you have to throw the items into the hole. To me there is no real other option other than the hole looking thing. How would you advise signaling it better, as someone who struggled with it? Would love to fix it, but not sure how, so if you have any ideas I’m open for it!

Submitted

Thanks for the reply!

That’s exactly what I thought—that the high difficulty was intentional, designed to capture the atmosphere of old-school games. In any case, the game turned out great!

Submitted(+1)

The small detail of the dragon eyes following the character really elevated the feel of this for me. HE IS WATCHING I MUST BE CAREFUL. Great litte game, awesome job especially with the art.

Developer

I’m really glad you enjoyed that detail, it was worth to add it then!

Submitted

Had a rough start when I was trying to give the dragon what was shown in the picture..
Then I figured out that was was shown needed to be thrown away ^^"
I think this game has strong art and quirkiness, sounds feels stable as well.
Would have liked some sort of scoreboard to have an incentive to keep playing, now I just
kinda guessed if I did good or bad.
Good job!

Submitted

What a cool game, simple but effective! At first I thought the list was "what you can store", but after a few failed attempts I figured out it was a blacklist, not a whitelist. After that I really enjoyed it! Good job :D

Submitted

So cute!  I love the character design.  A lot of fun despite some balance being needed on the difficulty curve... Great work on this, I'm impressed!

Submitted

Took a little bit to figure out the controls/rules, but once I did, it ended up being a neat little sorting game. The only complaint I have is I've never played dnd where a dragon thought something didn't belong in their hoard :P

Submitted

FORBIDDEN! loved getting absolutely roasted by this guy

Submitted(+1)

Solid! The kobold is very cute, the grab mechanic felt a bit unintuitive at first until I noticed the little dot infront of the kobold acts as your cursor thingy. Hard to master as the guy below me mentioned

Developer

Thanks for the kind words! I forgot to explain that in the menu screen, and you are not the first one getting confused on it, so it is definitely on me! Will try to look how I can fix than in a follow up patch!

Submitted

simple concept, easy to play hard to master

Submitted

Easy to understand and simple, yet addictive. I get nervous when there are already 4 or 5 forbidden items and I forget which ones I’m supposed to deliver xdd. I had a lot of fun playing it!

Submitted

Cool game. I love the music. But the item requests can get confusing. I didn't know if the dragon was asking for an item or forbidding me from giving it to him. Because I'd give him the same item and sometimes I'd throw it away with the same result. Overall though, this game has potential. The art is spectacular and I LOVE the dragon's fire animation. Awesome work!

Submitted

Fun game, liked the concept, was a bit hard. Not really much to say honestly other then fun.

Submitted

Pretty cute game. Cute theme.

Submitted

Pretty cute game. Cute theme.

Submitted

That dragon was not impressed with my sorting skills.  Lets just say this game was fire!

It had the right amount of panic trying to keep the dragon happy! And the art is really cute. Great job!

Submitted

Amazing presentation and great game overall, actually fun! 

Submitted

Really cute art and I enjoyed the gameplay.

Developer

Thanks for playing!

Submitted(+1)

Great concept and execution of a novel gameplay loop. Definitely took a few tries to get through without getting scorched.

I did have trouble understanding the rule symbols at first. I think I had accidentally thrown a couple pieces into no man's land or on the edge of the pit while trying to understand the rules so that messed up my initial understanding.

I really dug the art and colour choice to lend that cute but meanie dragon den feel.

Developer

Thanks for the kind words! I saw others complain about the rules, maybe it could have been more clear on that part! Maybe worth looking into once I get to some post jam work on the game!

Submitted

I'd love to get to a point where I can scope my jam designs as compact as this. One screen design is really a great jam strategy!

I think the items piling up haphazardly leans into the tension and chaos of the situation. Since it appears that successfully placing treasure in the hoard or down the hole are equivalent for the dragon's patience (timer), the next item that is picked up doesn't really seem to matter that much, SO if we automatically picked up a new item when near the pile, that might be a nice QoL design.

I tend to dislike memory mechanics for some reason, likely skill issue, but I had some fun with it this time, trying to come up with shorthands to help me remember at least some of the rules list.

It could be fun if the player had action options: place or throw. Sounds really fun to be able to quickly throw treasure down the hole from a distance. A possible interesting constraint could be throwing wanted treasure into the hoard gets you burned as the dragon doesn't want its precious stuff dented?

Had fun during and after play! Great work, keep at it!

Viewing comments 40 to 21 of 51 · Next page · Previous page · First page · Last page