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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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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.
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 !
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!
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:
Still, this is a really good game overall! It's a very simple premise executed well, and I enjoyed my time with it!
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!
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!
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!
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.
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!
I loved the gameplay loop and the graphics were awesome!
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
So stressful in a good way and the art was sooooo cute! Really polished and well done.
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!
Fun game! After understanding how to play, I enjoyed it a lot!
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.
Really fun game once you get the hang of it!
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
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!
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.
Thank for checking, appreciate it! Will keep in mind for the future!
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!
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!
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!
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