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A jam submission

Old TombView game page

Solve all the dungeon puzzles and collect the ancient relic.
Submitted by Grivamor — 1 hour, 21 minutes before the deadline
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Old Tomb's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#1463.9174.091
Secondary Theme Interpretation#1493.3953.545
Gameboy Soul#1713.7433.909
Overall#1863.3953.545
Gameplay#2113.2203.364
Soundtrack/SFX#2652.9593.091
Quirkiness#2773.1333.273

Ranked from 11 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
We thought it would be cool to make a game about a tomb raider collecting a single relic scattered across four dungeons.

This is the result, though we didn't manage to finish the game. We will definitely complete it in the future, however.

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Comments

Submitted

I really liked the idea of the tomb and some of the puzzles, all this is soured though with two doors that if you through while holding the button(going down, holding down) and you immediately fall into he hole, because there is not enough room on the other. That is not a great design decision, there is nothing the player can do their for the first time other than die, and killing the player because they don’t have a 2 frame vision is just negative gameplay experience, frustrating for no payoff. I learnt nothing there and died for playing the game within your rules.

Graphics wise the game looks lovely and has a cool environmental art and design cohesion.

SFX and sounds was nice with a cool bitcrushed voice part I do wish there were some volume controls though.

Overall not a bad game, just has a few bad game environment design decisions.

Submitted

Super fun game! Really got that gameboy energy!

The pixel art and music are pretty neat. The level design is cool too!

Congrats!!!

Developer(+1)

Thanks!

But honestly, I'm not particularly happy with the music and the levels...

I still need to finish two more levels and publish a post-jam version.

Submitted

Very nice graphics and dungeon layout. But I didn’t manage to turn the lever in the first room…. pressing X didn’t do anthing.

Developer

You need to go a little further to do this.

(:

Submitted

This feels so polished graphically. Seriously! I love the colour scheme, and even though I'm pretty bad at games like this,I enjoyed it playing it. 

Developer

Thanks. Actually, the graphics were the quickest part of what we did.

Submitted

The controls are definitely too slippery. As other people noted, it is *really* easy to careen into obstacles when traversing doors. Either a reduction in movement speed, or the addition of a screen fade between rooms would likely resolve that issue.

The style is coherent, the aims clear, and the dungeon design compelling. The mechanic of leaping across gaps is not approached in a way I've usually seen action/adventure games do it, with the long cooldown animation to ensure you *really*want to commit to the jump. It feels like if Tomb Raider was top-down 2D and for the GameBoy.
Closed doors do sometimes blend into the walls, making it easy to miss possible paths, though its unclear if that's intentional or or not. You can't exactly walk through a closed door, after all.

Oh goodness, am I bad at this game, though. I got the whip exactly once, and immediately lost it.

Developer

Yes, the levels turned out to be hardcore—especially the second one, which saw a disproportionately sharp spike in difficulty.

Submitted

The thing that kept getting me was continuing to hold forward after entering a door, and immediately falling into pits xD - super fun though!  Great stuff :)

Developer

Yes, we considered disabling controls for a fraction of a second so you wouldn't fall into a chasm after transitioning to the next scene. But we didn't get around to doing it.

Submitted

Very nice artstyle!

Developer

Thanks :)


Actually, that was the easiest and quickest part of everything we did.

Submitted

I really liked the presentation and the indiana jones vibes in the game, but admittedly in the second level once I got the torch I had no idea where to go if thats what you meant by unfinished

Developer

Unfortunately, yes.

There was a lot we didn't finish, and the second level didn't turn out quite the way I wanted.

We actually have rough drafts for the next two levels, but assembling them—and setting up the transitions and all the interconnections—turned out to be a bit more complicated than we’d hoped.

Still, we plan to finish the game, tweak and rework the second level, and optimize a few things.