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A jam submission

Sassa'ShoomView game page

Dive into the ancient ruins of Sassa'Shoom.
Submitted by PureKnix, Nate — 1 day, 18 hours before the deadline
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Sassa'Shoom's itch.io page

Results

CriteriaRankScore*Raw Score
Soundtrack/SFX#414.0644.064
Overall#443.8973.897
Graphics#664.2554.255
Gameboy Soul#694.0854.085
Gameplay#703.8093.809
Secondary Theme Interpretation#813.5963.596
Quirkiness#1513.5743.574

Ranked from 47 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
Old gold coins are collected to advanced stages. Golden pearls are a secondary objective. There is also an old GOLDfish god.

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Comments

Viewing comments 37 to 21 of 37 · Next page · Last page
Submitted(+1)

A lot to like here. Swimming felt good, and you got a lot of mileage out of the hook and drift water mechanics. I loved the vibe of the ruins and the soundtrack was superb for getting in the zone. If I were to pick a nit, I might say that the coins were sometimes a bit hard to see against the similar-colored background. On the other hand, that did make it feel like more of a hunt. I can't believe there were 6 of those things! I was pretty thorough I thought, and only found 2. I wonder, did you guys at any point consider doing some kind "hold your breath" mechanic?

Developer

Thanks for checking out the game and comments!


Yes. Very much so. The original mechanical premise was going to be just finding coins while trying to manage breath mechanics. No hook and currents were a side feature. I ended up implementing currents and hooks early then decided they had enough meat. By then, adding breathing management felt like it would be over scoping and add too much difficulty.

Submitted(+1)

A absolutely lovely gem! It reminds me of Ecco the Dolphin for some reason, haha

I really dig the use of dithering in the art style! It really evokes a sense of depth supremely well despite the lack of colors.

Wondrous little details absolutely everywhere; small schools of fish passing by, and vegetation swaying in the depths gives it a real sense of a lived in world down in the depths.

Great pacing too; plenty of time and space for the player to experiment, and new mechanics are introduced over time without excessive overtutorialization.

Super responsive controls, and 100% feels like how it should for underwater traversal. The simple 1 button actions keep it incredibly clear what the solutions might be, so you can figure out a puzzle relatively quickly and get that warm fuzzy feeling in your brain from solving it.

Incredibly stellar job! Keep it up!

Developer

Thanks so much for playing and the comments!

Submitted

Wow, great job! I enjoyed the music and the graphics a lot!
I felt pretty chill to swim around and collect coins but just not my cup of tea :) 

Submitted(+1)

SO, there is so much to say here. 'tis game is GOLD. 
Let's start with gameplay. The mechanic is quite simple: you swim and you grapple with your hook. The player is hindered by debris/hard masses and currents. The hook will help them with both: it destroys blockage and keeps them anchored to things to stop the effect of the currents much more reliably than swimming (which won't help if the current is too strong). Currents also vary: they may be fixed or they may slow down or stop for a while. The player must inspect the environment to proceed and strategize to find the best course of action. 
I absolutely loved the art direction. I loved the use of dithering. I think that there was some parallax background. At the beginning it felt a little strange, especially when seeing the dithered background move up and down, but then I got used to it. It was a nice addition. 
I quite liked the ambiance. The fact that the player skeletal remains remained after every death was a nice touch. 
Overall, this was a very thorough game. Keep up the good work! (˶˃ ᵕ ˂˶) .ᐟ.ᐟ

Developer(+1)

Thanks so much for playing it and the feedback! :D

(Glad you appreciated the skeles!)

Submitted(+1)

Really great game! It was really peaceful to swim and collect coins.

Developer

Thanks for playing! Glad to hear it provided some zen :D

Submitted(+1)

This feels like the most "full" game I have played in this jam. Solid level design, easy to learn, pleasing atmosphere, great art, great music, excellent.

Developer

That's quite the compliment! Thank you!

Submitted(+1)

Great work on this submission! The audio and music is lovely. The gameplay is smooth with no issues that I experienced. The overall concept and theme is something I enjoyed! Now to my favorite part, THE PIXEL ART! The pixel art is unique and breath taking. Even as a 2D game, there is so much depth within the environment art and I really admire it! It is also like there are multiple layers and it just helps it feel so lively underwater. Good job!

Developer(+1)

Glad you enjoyed the game! You're not wrong about the many layers! XD 

Submitted

This was a genuinely beautiful game to play, visually and audibly. The control were perfect for what you were trying to achieve. The changing currents do really punish impatience, which can be a double edged sword, but checkpoints were pretty generous so was all well balanced in my opinion.

Developer

Thanks for checking the game out! Yeah - there's a few of them that I kind of wish I had designed differently to reduce waiting time. Especially on the 3rd level.

Submitted (2 edits) (+2)

I personally love low stakes exploration gameplay, which tends to require the art, movement gamefeel, and level design to carry it, and you did an amazing job on all counts (edit: I got so focused on the visuals I forgot to mention MUSIC it's a perfect match, love the restrained vibrato, and the hi-hat detailing did not escape my notice) . I have a bit of commentary about some specifics, forgive me if it gets long-winded. (Also, not intended as criticism, just some subjects I'm deeply fascinated with.)

You used quite a lot of dithering for shading, and I think it worked well in some places but not in others. In the opening cutscene, I think it looked great on the hand and seagull, and while it makes logical sense for sand on the controls / Press Start screen, it makes the text harder to read. In the first scene when starting the gameplay, it is a bit distracting in the sky and ocean surface, due to the ordered and patterned nature of the Bayer matrix. But for this reason, I think it works well on architectural objects like the columns. There's alternative techniques like Blue Noise and Interleaved Gradient Noise that work well to disrupt pattern recognition in gradients, and I wonder if these have potential with the Game Boy resolution / palette limitations. 

That said, the organic shading on the rocks is perfect, and the bricks look great too. I like the wiggly animation of the algae (I think it's algae?), the underwater creatures like sharks and schools of fish are delightful, the bubbles and currents, all these animations really help make the setting come alive. Good use of parallax. The hazards starting in the second stage are easy to read, once you learn what they are. Harder to read in some spots in the third stage due to lower contrast. Leaving corpses behind is a nice touch lol. 

I got partway through the third stage but have to leave it for now due to IRL commitments. I will definitely pick this back up later though, it's really a fantastic entry.

Developer(+1)

Thanks for playing and the detailed feedback!

I will need to look up blue noise and interleaved gradient noise. On this project, I definitely explored Aseprite's tools a bit more and got a bit hooked on the matrix gradient and custom brush tools. I ended up blending with my real life pen and ink style a bit (replace cross-hatching with dithering).  That's good feedback to check out some other options.

Yes, the wiggly pieces are algae, specifically bull kelp inspired.

Submitted (4 edits) (+2)

I got hooked on Aseprite's gradient tool as well. It'd be so much work to hand-dither everything (which by the way, in the attached picture this looks incredible! Really pushing the 4 color palette to its limits). I wonder if there are plugins for different gradient patterns, maybe I could try it as a side project. I don't have the drawing skills myself so I could really use something like that. (Edit: here's one on itch, and here's another plugin that specifically has blue noise)

Edit 2 (sorry): A good visual comparing ordered dithering vs blue noise

Developer(+2)

Nice finds! I've bookmarked the tools for another day. They look pretty snazzy and fun.

I found this page that has various dithering technique comparisons (see the second lion image with drop down options). https://www.plotcaster.com/learn/blue-noise-dithering/

For those bones, I mostly used a custom brush that was just a 2x2 square with opposite corners being transparent.

Submitted(+2)

What the heck, this is an incredible website. Whoever runs it is clearly passionate about dithering, and takes on a didactic role to share it with anyone who wants to know more.

Thanks for the tip on how you made the bones. I haven't felt this inspired to work in Aseprite in a long time!

Jam HostSubmitted (4 edits) (+1)

i didn’t know there were different algorithms for dithering. this is interesting. i looked at them all and honestly, i don’t think blue noise looks that good. i prefer the Atkinson, Floyd-Steinberg, and a few others over blue noise. Bayer definitely looks the worst though.

personally, i avoid using dithering in general as it creates a lot of noise, but with a 4 color palette it is a useful tool. i prefer to do it by hand though. you can speed things up by copy/pasting areas, but to do a complex gradient it’s definitely a lot of tedious work. sometimes i like that though.

Submitted (9 edits) (+1)

I liked the strategy the Obra Dinn developer ended up choosing, that Plotcaster paraphrases as:

Pope’s devlog describes trying an 8×8 Bayer matrix first, then a 128×128 blue-noise field, and keeping both: Bayer for characters and objects, where the ordered grid gives a clean, deliberate look, and blue noise for environments,

My reasoning is not so much about the aesthetics of Bayer, but its tendency to create focal points that demand your attention, and cause your eye to involuntarily be drawn to them. The opening gameplay scene in Sassa'Shoom demonstrates both: the Bayer grid towards the top drew my eyes towards the sky and away from the underwater scenery, and the shading on the rocks here is "blue noise-y" in that it doesn't draw your eyes too strongly. 

Ideally, I think the focal points should be in the gameplay area, with strongest emphasis on dynamic things that you interact with (collectibles, hazards, etc), and with less emphasis for static things like boundaries - so that you can perceive their gameplay implications with minimal cognitive tax.

Actually, I thought Bayer looked really good here on the columns. It seems contradictory but maybe because the Bayer grid aligns with the columns, it doesn't introduce a new focal point.



I learned about blue noise because it's used to fix color banding in high res gradients, precisely because it doesn't create focal points. Blue noise seems to be best at this, and Interleaved Gradient Noise is second best but is cheaper on the GPU. (Examples of IGN here)

But I also agree with you that dithering can be really noisy, especially at Game Boy resolution, and it's honestly impressive how much PureKnix was able to use it and still have it be pleasant and beautiful. It seems to work best when used with adjacent tones in your palette, and maybe that's why the sky and ocean surface were more distracting than the columns.

Jam HostSubmitted(+2)

of course, if i read instead of playing around with the comparison thingie, i would see that they even point this out.
image.png

and i can see how it would be better for video
image.png

Submitted(+1)

This was fantastic! Out of the Jam games I've played so far, I think this one is my favorite. I'm so impressed with how well you were able to utilize the 4-color palette and resolution to make really rich, dense-feeling areas. The hooking mechanic was simple but utilized well, and it was just the right length. No suggestions from me, great job all around!

Developer

Hype! Thanks for the kind feedback :D

Submitted (1 edit)

This was nearly perfect, in my opinion. The only thing that could've made it perfect would've been a bit more forward with the theme, though I'm not sure how exactly that could be done with the same feel of the game. The old gold, while there, could've been nearly anything else not gold and the game would've been the same, like it wasn't the quite integral enough for 5 stars there.  If you found a way to make it more integral to the game, man, this would've been 5 stars across the board for me. Also 0/10 for realism, I've not found a scuba kit that let's me stay under that long :P 

Great job!

Developer

You just, like, need to grow some gills, bruh.

Thanks for playing! :D

Jam HostSubmitted (4 edits) (+1)

wow. that is really great! i really felt like i went on a journey with it. the art and music are all nicely done and have a very Game Boy vibe!

i really love how the gates open. the animation and that sound effect are just so cool! the coins being collected is really neat too, but it does become a little bit of a pain to wait around for them to all be collected some times.

the graphics are really nice! i love all the texture and so many layers of depth with the elements you go under in the foreground, and the layers of background ruins and fish swimming by. the world has a ton of life and atmosphere to it. however, all that did make it a little hard to read what was a wall and what was in the background. coins were sometimes hard to see, which i felt might be intentional in some cases at least. the biggest negative for me was that the spiky plants were often hard to see and i died several times because i just didn’t notice one. your corpses staying around is a bit morbid, but neat little touch!

i really like the gameplay, but felt the movement was just a little too slow for my tastes. the current mechanic and being able to grapple onto rocks is a really cool idea. i liked the moving blocks also. the downside to these mechanics was also that there was a lot of waiting around for currents to reverse or the block to come back to where you needed it to be to hitch a ride. so i felt like i was waiting around quite a bit while playing. this was compounded in the few cases where i didn’t see a spike and died and had to redo a section and wait more. i actually got stuck for quite a while trying to navigate one section with a bunch of spikes and a strong current before i realized i could also grapple onto them lol.

despite all those nitpicks, i really enjoyed playing. also i’m not sure i deserve a special thanks, but you’re welcome and glad you were able to particpate in the jam!

Developer(+1)

Thanks, Tim! You would think I would learn about waiting times on the Gameboy after doing the moving block level design in Onwards & Upwards a couple years ago. ...but...no I completely forgot that lesson XD

Jam HostSubmitted

lol yeah, i remember that one! it wasn’t too bad lol. but also i thought you would have learned from flyblocks on paths in Levelhead as well but… nope. but like i said, it’s a cool mechanic in the game for sure! i don’t know if there’s much you could do about it. maybe making the currents switch back and forth quicker or something could help? or maybe shortening the distances you have to swim through or that the blocks move through. either way, it’s not that bad but i’m impatient. :D

Developer(+1)

I could have done either. Both shortened the turn around time and broken the sections up so there wasn't so much back to back waiting. I think at some point near the end my brain was fried, because I knew I could change those dials, but was having  trouble logically understanding which parameters I should change for the desired effect while still forcing the challenge.

Submitted(+1)

This was such a beautiful game!  Every asset was so polished.  There was some readability issues.  Coins could be hard to see and sometimes it was difficult to tell if I could pass through something or if it was a wall and the font on the gates were difficult to interpret.  

With that said, I still absolutely loved this one.  It felt like I was underwater.  The various ways you used the current/hook mechanic to build different style puzzles was satisfying and it felt like I was exploring.  I didnt feel forced to go a certain path, which was cool.

This was added to my favorites collection!  Nice job!

P.S. Im gonna pretend like I dont know how cool the death sprite is!

Developer

Thanks so much for playing and the kind words! Of course, I just assume you touched a spike to ensure you saw all the content, which includes the death animation and corpse. ;)

Submitted(+1)

Attention to details. So AHA moment happened when i have to hook to a wall so current does not push me up! Amazing. Sounds on different hook hits, corpse staying at previous location. Beatiful game, awesome job. All 5s from me!

Developer

Thank you for checking it out! Glad there was an 'aha' moment. Those are my favourite to achieve on the design side :D (Okay, except maybe catching a streamer with a kaizo block at the end of a level...)

Submitted

Very nice game! Loved the pixel art, music and tittle screen. The cutscenes were neat too!

Really enjoyed playing this one.

Congrats!!!

Developer(+1)

Thanks for checking it out! Glad to hear you enjoyed it :D

Submitted

These transitions are awesome! Also, the art design harmonizes so well with the music. Really good job on this!

Developer

Thanks for playing! I'll give swift the credit for making the music harmonize with the art! I gave him a half finished level and he made magic happen with the tunes as far as I'm concerned.

Submitted(+1)

The vibes are immaculate and the soundtrack is genuinely so good - I wish it kept looping or go replaced by some ominous ocean noises (maybe it does later? but it was silent for quite a while for me after the track ended). Really loved my time with this entry and the atmosphere was great. I think the controller fit really well with the feeling of swimming that it created.

Developer

Thanks so much for playing! 

The music should loop (except the last level's end)! I did notice I accidentally bound the music slider to 'Q', which is easy to hit by accident. Any chance that was bumped?

Submitted(+1)

Actually yup that's 100% what happened

Developer(+1)

In case you want to hear the tunes without replaying the game, Nate put up an OST
https://soundcloud.com/natedickinsonmusic/sets/sassashoom-soundtrack

Viewing comments 37 to 21 of 37 · Next page · Last page