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Golden Cell's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Secondary Theme Interpretation | #458 | 2.195 | 3.400 |
| Soundtrack/SFX | #471 | 1.936 | 3.000 |
| Gameboy Soul | #471 | 2.453 | 3.800 |
| Graphics | #493 | 2.324 | 3.600 |
| Overall | #529 | 2.087 | 3.233 |
| Gameplay | #538 | 1.678 | 2.600 |
| Quirkiness | #553 | 1.936 | 3.000 |
Ranked from 5 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
The Protagonist is a Robot with a Heart of Gold, via an artefact called the Golden Cell.
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Comments
Ok, I liked it, it was a bit hard to not activate the same dialog again by mistake, and there was no way to skip the dialogs, that made the experience a bit worse. Then when entering a new room I started in the middle and it didn't feel like I moved from the other room but started a new one, not sure if I am explaining. Also sometimes I moved to next room by just moving inside the door and some others it needed the action button. I believe the story was kinda interesting but it also felt incomplete or rushed to be completed in time.
Firstly, thanks so much for playing! I do agree that it is very rushed, and interaction and room/scene switching needs a lot of work. As well, it suffered from my inexperience and lack of time to flesh it out. I really appreciate you taking the time to play my game and give such good feedback! Sorry for the bugs, but thanks for playing
No worries, it is the idea of the jam, to participate, to learn, to enjoy creations.
Delightful, but I'm not sure if the robots were supposed to attack you? They just stood there, and did nothing, and I left the room. I found the writing very enjoyable and the whole thing was so very Gameboy.
Thank you so much! Yeah, I really wanted them to move and shoot back, maybe next time! I had spent a lot of my time honestly on other systems like the dialogue box, and the enemies were a crappy part to not have working for this jam. I would love to have a better, more fleshed out version in the future, where the enemies do anything at all. Thanks for playing, and thanks for your kind words
Honestly fair enough! Prioritising what's important for your game is a really important aspect of development and dialogue boxes can be really complicated to get looking nice (which you did btw)
This game definitely has a very charming feel! Unfortunately, it's nearly unplayable due to a major input bug. Anything else I'd have to say about the game is very minor by comparison, so I'll just focus on this. Interacting with anything gets you caught in a loop with that dialogue unless you advance the last message with a frame-perfect input. The reason for this is because the input check just looks for whether or not the button was down in that moment, so ending the dialogue and the opportunity to start the dialogue again happens within 1/60 of a second, a very short period of time that covers many times the average button press.
The solution for this is to keep track of the previous input state from the last frame or update, and compare the previous and current state. If the 'Z' button is up in the previous state and down in the current state, the player just pressed the button and you should handle the input. Conversely, if the 'Z' button is down in the previous state and up in the current one, that means the player just lifted their finger off the button. If both are down or both are up, these are states in the middle of a button press and you should ignore these inputs.
Great work on this! It definitely feels like a game that would be on the Game Boy.
Hey thank you very much for such detailed feedback. I really appreciate it! I definitely will add some input buffering in the future, watching my brother play it, I saw the same bug. Its things like this that make me want to have testing on another device be a bigger priority earlier next time I do a jam. I honestly haven't been able to recreate this bug on my computer, maybe due to it being a laptop with a embedded keyboard? Either way, sorry if it caused any frustration for you!
While I'm sorry about the bug, i really appreciate that you checked it out and that you gave me such honest feedback!
Yeah, that sounds really helpful! Playtesting as early as possible is one of the most powerful game development tools.
And of course! It really is a sweet concept for a game and I'm happy I tried it.