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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 104 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 60 to 41 of 66 · Next page · Previous page · First page · Last page
Submitted

This is a reasonably polished entry with a cool overall aesthetic. The gameplay loop is functional, but repetitive, and difficulty ramps a bit too quickly. Spawning items on top of each other is a bit annoying. A second button to permit strafing could alleviate concerns about clunky gameplay. 

Submitted (1 edit)

I think the idea was fun : it mixed memory, recognition, and good execution ofc. I like how you can make a lot of combinations with a limited palette & icons.

I struggled at the beginning to understand the rules, I think it should be clearly stated in the rules that the dragon tells you the items you should NOT give him, because I was confused the first minutes.

Lovely art, amazing palette choice. Nice audio too.

The pickup needs a rework : I noticed after testing that the pickup point is at the top of the character when you go upwards, and at the bottom when you go downwards, which made it feel inconsistent. If it was difficult on purpose, I think it should still be more consistent as there is already the time constraint.

I think the difficulty should increase slowly : it's so easy to lose after picking up only 2 object because you are discovering the game, the rules, etc. and you are slow.

Good game !

Submitted

Wow, I really like the game At first I was a bit confused but than I understood it and the gameplay was really fun. I also like how the dragon is looking at you and the other graphics and the color palette is also very nice! 

Submitted(+1)

Put this one on my to-play list as soon as I saw the progress pics in the Discord during the jam, I absolutely love the artstyle and theming of this one! It took me a few tries to beat, and I have a few thoughts on the gameplay as a whole:

  • The gameplay is absolutely frenetic, bordering on unmanageable during the later stages as items come in faster than you can sort them. Probably the most stressed I've felt during a jam game - I respect the vision if that's what you were going for.
  • The game counter-intuitively gets a bit easier as it goes on. I let out a sigh of relief when whole item types/icon types get banned by the dragon as it means I don't have to keep track of the previous item/icon combos. Not sure how intentional this one is, but if it's intended to keep the difficulty manageable while increasing the pace and pressure, that's a genius but of design right there.
  • Hit registration felt a bit iffy at times - I'd walk into the pile thinking I'd picked something up only to turn around empty-handed. Upon further experimentation, it seems like the kobold only has a pickup hitbox in front of it, when I'd expect one on the sprite as well
  • I have mixed feelings on having to go to the dragon to see the (new) rules. This is the kind of thing I'd expect on a pause screen or as an always-visible hint, but having to take time to go and read the new list definitely adds to the frenetic stress of it all. Again, respect the vision if that's what you're going for.
  • The difficulty feels just right for this sort of game. It's decently difficult, but it's a quick enough game where having to retry doesn't feel bad at all and lets you get the hang of things.
  • I had items stay stuck on the wall of the pit more than once, that hitbox feels like it should've been extended as well.
  • The items spawning in feel a bit cluttered, IMO it could've done with a little bit more spacing both vertically and horizontally, so it takes a tiny bit longer before all the new items blend into a big pile of stuff.
  • The fire is a genuine jumpscare when you're not expecting it.

Still, this is a really good game overall! It's a very simple premise executed well, and I enjoyed my time with it!

Developer(+1)

Thank you for the lovely detailed feedback! Glad you had fun with it even if it has it’s flaws!

Indeed the game was aimed to be a frantic “omg what do I need to do with this one” kinda game! Love to see you pick up gamelay ideas, items do get more frequent as the rules “relax” in the lategame so it is kinda a balancing power (that said they seem to be still too fast for some sadly), and is the reason behind the rules being hidden unless you are close enough. Wanted the player to experience the “oh shit can I throw this? I forgor” moments and the eventual triumph when you can lock in and defeat it.

Pickup being janky is a genuine design mistake in the meaning of I wanted to invoke old janky controls, because no game controlled perfectly, but now I see that it just gets in the way of the player, a very hard lessons learned through all the feedback x)

Items piling up is somewhat of a choice meaning I liked the idea but didn’t really have the time to tinker/try others, def. something that I’ll have to deal with in some way with a post jam update!

Submitted

Really simple concept, but it works very well. The whole game revolves around one mechanic, and the level of polish makes it really satisfying to play.

The visuals and music are great too. Nice work!

Submitted

The concept is simple but challenging, very cool idea! The graphics are nice and readable, and the color scheme is pleasant as well. I do agree with some other comments that the pickup point was a bit awkward at times, but I guess that’s part of the challenge.

I played this on stream today (recording here) in case you’re interested in watching someone play through your game. Great job!

Jam HostSubmitted (1 edit)

Normally I'd read the other comments to avoid duplicating, but... wow.

In short:

Love the combinations that emerge from just two properties: symbols/items. Makes each run fresh and stops you from "learning" the memory aspect.

Art very cute and clear.

The only part that felt like I lacked control is when you have 5 or 6 rules and you throw away more than you keep. You want to be able to pick the one good item out of the pile to stave off getting roasted but you don't have enough precision to do so, and just end up tossing items until you die. Still fun, but does put a fairly hard cap on progression.

Prime example of setting a good scope so that everything you do have feels polished.

Submitted

This was fun! I really enjoyed playing this game! From an pixel art perspective, I love the dragon how expressive you made it when it comes to following the player with the eyes and even the light difference expression.  Great work!

Submitted

I loved the gameplay loop and the graphics were awesome!

Submitted

such beautiful art with a masterpiece theme the animation of the dragon throwing flames at you was phenomenal it must took you a long amount of time if you made it your self .one thing throwing me off was when every item clutters together and if I picked the wrong one i will get burned. this made it stress full but after getting into the flow of things the game was super fun

Submitted

So stressful in a good way and the art was sooooo cute! Really polished and well done.

Submitted

That was interesting!

As a bit of feedback, maybe having the items arrive a bit slower at first would be good, to give the player more time to understand what they are supposed to do.

Once you get into the flow of things, it gets pretty fun :)

Good entry!

Submitted

Fun game! After understanding how to play, I enjoyed it a lot!

Submitted

Always a fan of your stuff on any platform, man. 

Go Go Kobold! is pretty fun and kinda got addicting for a bit. I felt like the mechanics are great, the controls are pretty responsive. Sorting games are always so simple to grasp and difficult to master, it's the perfect short session gaming. My only complaint is that the dragon's preferences flash by a bit too fast for my brain to register. I often found myself going "wait, what did she say?"

Graphics are fantastic, your art is so friggin' cute. The dragon is the most adorable face melter. The green and gold palette is a color combination I really like, it's beautiful and sets a good vibe.

Sound and fx are good, nothing standout but also nothing grating.

Gameboy Soul is found here, this thing would have totally been on my GBC and I would have died a million times in the backseat of the car as I played. 

Quirkiness is here too. While sorting games have always been a thing, this one somehow felt like a fresh take on it. I didn't want to disappoint the dragon!

Secondary theme: There is gold, it's probably old. Check and check.

Submitted

Really fun game once you get the hang of it!

Submitted

Hectic!  But I managed to finish it after a few tries.  A fun gameplay loop, where my main issue was forgetting which types of treasure are banned in *this* playthrough of the game and not in the *previous* run.  I really liked the music, too.

I couldn't get the web build working, but the downloaded version worked fine.  (Might just be me, nobody else seemed to have that issue judging by the other comments)

I am actually  pretty surprised that with a theme of "old gold", very few people made dragon-centric games.  Congrats on being one of the few! :D

Developer

Thanks for the kind words! Funnily enough i just stumbled about 2 others today on stream :D

Faulty web is interesting, what did not work on the web? I contribute to the engine it was made in, so would love to hear some deets on that (browser, os, keyboard/controller) and if you could check devmode terminal for an error message in your browsers that would be lovely!

Submitted

The game wouldn't start at all.  Just a black screen.  I'm on a Windows 11 laptop, using Firefox.

But I just tried again to see what error message I got, and today it's working, so maybe I just needed to restart the computer.

Developer

Thank for checking, appreciate it! Will keep in mind for the future!

Submitted

While the idea is okay, The game is quite fun! Oh and also, nice job on the graphics and soundtrack. I know you can do that!

Submitted

While the idea is okay, The game is quite fun! Oh and also, nice job on the graphics and soundtrack. I know you can do that!

Submitted

Jealous of how elegant this idea is. Like a more stressful, old-school Wilmot's Warehouse. I don't think I'll have any feedback you haven't already gotten, and it all feels very intentional. I would probably add a score counter somewhere, and maybe take a page out of Wilmot's book and have a small break right before/after a new rule is introduced. But this is seriously polished. Great job!

Submitted

It’s a charming game about sorting to please the temperamental lord ahahah

The only issue I had was the pickup mechanic, which felt kinda awkward. Maybe a proximity-based approach would make picking things up easier, but nonetheless it’s a fun experience overall

Added this to my favourites :D

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