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Victor Vicious -in- Gold Rush (Post-Jam Updates)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameboy Soul | #51 | 4.150 | 4.150 |
| Soundtrack/SFX | #71 | 3.850 | 3.850 |
| Overall | #78 | 3.775 | 3.775 |
| Gameplay | #80 | 3.750 | 3.750 |
| Graphics | #97 | 4.100 | 4.100 |
| Quirkiness | #167 | 3.500 | 3.500 |
| Secondary Theme Interpretation | #183 | 3.300 | 3.300 |
Ranked from 20 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
NOTE - INTRO CUTSCENE IS BROKEN ON VERSION 0.11! SKIP CUTSCENES WITH SELECT BUTTON (either ctrl or shift) or play the older versions with the suffix "NEW"
Takes place during gold rush in fictional America.
Wild West = Old, Gold Rush = Gold
The old gold could also refer to other things within the story... like the missing townspeople who went prospecting one day and never returned, whatever's hiding in the depths of calico mountain that's keeping it in lockdown... Am I making sense?
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Comments
Such great art design and really well-harmonized music. I really had fun playing it! Sometimes the hurtbox is a little confusing (bullets hit me after they went through me), but all in all, really great work, keep going!
Yeah the hitbox is offset in a wrong way so I apologize for that, will be fixed after voting ends
thank you for playing!
I normally leave much more in depth feedback but it's day 11 of ratings, everybody else already said the important stuff, and I am gassed - I like metal slug and this feels like cowboy gameboy metal slug so thumbs up from me. Two things that do stand out though:
I really enjoyed this demo! It reminded me a lot of Sunset Riders, which is a game I spent a lot of time with, so that immediately worked for me.
The levels and character sprites are really well done. I think being able to shoot diagonally, and especially while moving, could make the action feel even more dynamic.
I also really liked the boss, although I found a spot directly underneath him where I could avoid all of his attacks and keep shooting safely. He also takes quite a lot of hits, especially for a first boss. Maybe giving him a bit less health but adding short invulnerable phases could make the fight more varied ( for example, having him hide behind the saloon counter while throwing molotovs).
Really promising!
pretty neat platformer, i think the only thing that could be greatly improoved is the graphics on the intro, but besides that it is pretty cool n_n
Had to rush the hell out of it because I had all sorts of things to finish before that haha, thank you for playing! I will be going back on the cutscenes later on
That was neat! The designs are stylish, the art is excellent, and that kick is fun to use!
The music and sound is great and punchy, but a little imbalanced. Additionally, it's possible to stack the kick sound on top of itself equal to the number of enemies kicked at the same time (possibly 6 to 8 at the same time!)
All-in-all, great work!
The gameplay surprised me after seeing the initial point and click part, it was really challenging but fun, and the art and music was all great! That was a nice little addition that wasn't necessary, but with it added made me sit back and go "damn! you're good.." lol
Lot of little things I enjoyed: western musical sting on exiting the start screen, swing beat in the intro cutscene, main menu shooting (and reloaded to try the bottle after seeing the comment about it), the kick animation, the prone animation when pressing down (I saw this is in Contra as well, haven't played it myself!) which I wonder if it could work as a dodge? Maybe that goes against established genre expectations, idk. Love slopes in side scroller levels, I feel like they get avoided in small indies due to the extra work. The barkeep whipping out the shotty caught me by surprise the first time. I think he could've been just a little harder, but better to err on the side of easy for a jam game IMO. While I feel the train is a perfect setting for scrolling parallax backgrounds, the visuals read very cleanly as-is and seem true to the early Game Boy.
Good stuff. Mobile plays pretty well, wish more games supported it.
Eyy, a fellow Gold Rush themed game!
The platforming and shooting mechanics felt smooth and responsive. I’m getting a lot of Contra and even Metal Slug vibes. I had fun playing on the survival mode too, props on adding that in to the game.
Keep it up!
I had fun with this one, it felt like an authentic platform shooter for the Game Boy with awesome graphics and audio. It gave me a lot of Contra 3 vibes with enemies busting through the windows.
Boss fight I think needed some tracking on the molotov because it's pretty easy to cheese. And if you plan on expanding this further I would recommend looking into ways to make it so you/enemies can run down slopes more smoothly.
a fun game to play in the free time! As a long-timed Contra fan it really made me remember how shooter games were back then in the NES era, I love it.
Definitely gonna have to look into Contra series for inspiration, thank you for playing!
very cool game! it plays really smooth, and the graphics and music are really well done! even a boss fight and cutscenes?! impressive! i wouldn’t have minded another level or two, but this is a great “demo” as you put it, and the addition of the survival mode is really cool.
i found a few ways to cheat the game
but honestly those are really minor things. great job!
First of all thank you for playing!
The bug has been found thanks to Achie's stream and a fixed demo will be released at some point.
I'm constantly finding more ways to make the snake boss harder (and fairer)... hopefully he'll be less of a pain to fight in the next demo!
The game takes to the old west and takes that theme very well and runs with it! shootouts, broken glasses, kicking everything we need. Love the little cutscene sketches as well! Only “bad” thing I can say is the collison does feel a bit off from time to time.
Graphically the game to me feels like straight out of the gameboy era, well done on that!
Sfx, music are great and catchy, could use a little sound balance though due to volume.
Other than that, lovely addition to the old west entries to the jam! Great job!
A classic atmospheric platformer. I really liked the music (I had a bit of a struggle with it myself, so a special thumbs-up for that—it turned out great). Nice animations! Good luck!
Thanks for your comment about the music! I had a blast making it and it's my first real attempt at making game music!
Appreciate the praise on the soundtrack, it was a blast working with Milkman on it. He made the original draft on fl studio and I worked on their revisions (also using fl studio)
expect to hear more from us soon!
Very snappy! I really like the box kicking. I really like how the area looks and how well it captures the arcade vibe. The music is outstanding too!! Gameplay-wise, there were a couple spots where I jumped into the roof and got permanently stuck, and during the boss fight it felt like I was killing my fingers mashing the shoot button. The arcade mode was also pretty easy to solve by just running to one side and mashing to shoot. I think it could benefit from some way to interact more with the different types of enemies. Good work!!!
Amazing game! I really enjoyed the details in the art design. I wish there could just be a roll or something to dodge the bullets more easily, besides ducking when there are lots of enemies.
Thanks! I'm considering adding a sliding/backflip move for when you hit forward or backward before you fully commit to ducking.
I should also mention that Victor's hurtbox is misplaced in this version... don't worry though, it'll be fixed on the next update!
(a small tip: Victor's kick gives him 0.3 seconds of iframes, use it to your advantage!)
Interesting game, I really like the graphics. There could be a way to regenerate some health in survival mode
I enjoy when boring ol' menus are implemented in a fun and thematic way. Happy to see the glass bottle was shoot-able!
The Run 'n Gun genre is really cool and a wild west theme feels fun and different. An infinite ammo semi-automatic gun seems a little mismatched. Certainly an interesting design problem to consider how a single-action revolver could be made fun in a genre where typically more bullets is better. I kinda would have preferred if you gave me a suboptimal firerate, but allowed me to hold down the button to automatically shoot. I could mash the button if I wanted to shoot faster in some situations.
Given the small size of the Game Boy screen, everything seemed to move a bit too fast perhaps. Or maybe if the camera was offset in front of the player to allow them to see more as they are sprinting forward into the unknown!
The boss fight was a fun little surprise. Although I kinda just sat on the leftside of the screen and seemed to be out of range of the fire bombs. And boy did that snake take a lot of bullets, and still ran away (I think, right, I already forget apparently)!
I had fun runnin' & gunnin' AND analyzing the design! Great work, keep at it!
Yeeha, that's fun as hell. Definetely feels retro. I've stuck in textures at some point, but it's small price to pay for this experience. Very good job!