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How does your game meet GBJam's theme
You are an old man one last journey to get some old gold in a dusty old dungeon. I'm Old the game, kinda.
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This was really great! The choice/use of the color palette was nice with good contrast feeling like a bargain bin console screen. The platforming is tough but not overly so. The only point that I found genuinely frustrating was the point in Egypt where you need to jump between two moving platforms that are out of sync. It seemed maybe not quite intentional with how it worked. A little cutscene between each region like the London one would be nice to add some polish, but I imagine that was on the cutting room floor to get it out in time for the jam. Great job!
Music was great. Level of detail in the intro was impressive. I found the platforming tough. Was it built it in GB Studio? It really nails that old-school Game Boy vibe too.
yes it was a GBS game.
Really fun platformer, the intro graphics looks great, and the dialogue really adds to it.
I also did not realize I had a double jump at first but that's all part of the learning process, an original gameboy game would not inform the player of this either.
The over abundance of spikes and platforms that will get you killed is some sadistic level design that I respect.
Overall I really like this one, I don't see a ROM File on the itch page currently and would LOVE to add this to my flash cart and play it on real hardware.
I added a link to a download for the rom in the description if you want to play the game!
Thank you!
Played on Game Boy 🕹️
Game was hard and a bit unforgiving 😅 I almost gave up.. I did not figure out I had a double jump at first either.
Even though the game was hard it felt satisfying to get better at those tight jumping sections.
Fun with a story and some light cut scenes.
The game left a little bit more to be desired on the music side, but all in all, enjoyable game 🙌
Good job!
I like the simplicity of the graphics. the rooms were quite challenging, and thanks for adding some checkpoints in the dungeon level with the many spikes :-) the level after the 2nd sign was too hard for me and I gave up…
cool game, nevertheless. well done.
I have made it to the end and I got to say I love how y'all captured the old gameboy game vibes here. Visuals pretty simple and I think that's what makes it charming. The opening cutscene is very detailed for a game with limited color, really cool!
Great job to all of ya!
Had a few collisions problems, but I liked the intro cutscene, the story and the different levels!
Enjoyed the platforming aspect a lot! Very coded to odd-school platformer vibes, with some decently hard parts throughout. Really enjoyed that you had an opening cutscene, and it felt like I was doing a temple heist.
Main piece of feedback was how sensitive the spikes were at points; it felt like you could just walk to the edge of the starting area and it would kill you. Nice work! :D
Yeah sadly it was the nature of the triggers used, I should of probably made the spikes slightly off so that hurt box was much much smaller, but we never got around to it and in particularly bad sections we had the player respawn closer to the spot. We figured most levels were short enough it wasn't necessary but yeah the spikes were bad, especially in that room where you had to jump over a few of them.
I liked how you introduced a little storytelling in the game! Though the controls felt a bit off for me, specially the platforming felt unfair sometimes due to how the acceleration and jump speed works. But great job nonetheless!
Yeah the controls were a little unfair as I wanted to make it like an old gb game that had crappy controls (though not super unfair) It probably could of been playtested a little better but we were worried about bugs over everything else.
I think this a decent game with mostly good level design that genuinely looks and feels like a Game Boy game.
I just wish the game's platforming physics were a little better and less stiff (unless that was intentional to fit with the old man), while the art direction could have had a bit more love put into it.
I also feel that using the double jump skipped some of the challenges and dying in some levels means you have to do them all over again (but not all of them and I'm glad the key is stored even if you die). There was even one point where I had to make a leap of faith.
Otherwise, keep up the good work and I like the main character.
The controls being stiff probably was just cause I don't like super floaty controls but also the game was kind of inspired by those really crappy shovelware games from the 1990s, its why the theming is generic castle locations.
Obviously could of been better but it was made that way to emulate an old gameboy game made by a fly by night company.
Now that you mention it, that does make sense.
The platforming can be quite fun when you get in a rythm but it's hindered by some wonky collisions! I like the quirky adventurer vibe the game is going for (we went for a similar thing too!), but would have loved to see a bit more love on the graphics department. I was fully intending to finish it since I was having fun but I just couldn't deal with waiting for elevator platforms to sync up in the 3rd world (that might just be me and a short patience).
I like the protagonist!