Made me think a lot of the old Zelda dungeons, I like that you have to unlock the different abilities to reach new areas like the bomb, well done! Also think the game has a lot of different levels and content, I really thought in the very beginning that the first map was it, so pleasantly surprised! Also I like shooting the arrows, the sword is a bit hard to hit the enemies with without getting hit yourself. Again, super well done on the entry!
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The Golden Ring's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameboy Soul | #58 | 4.125 | 4.125 |
| Gameplay | #177 | 3.344 | 3.344 |
| Secondary Theme Interpretation | #194 | 3.250 | 3.250 |
| Overall | #208 | 3.312 | 3.312 |
| Soundtrack/SFX | #252 | 3.031 | 3.031 |
| Quirkiness | #289 | 3.094 | 3.094 |
| Graphics | #345 | 3.031 | 3.031 |
Ranked from 32 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 game is about a search for El Dorado, an Old Golden City. The protagonist can find a Golden treasure that makes him Older.
Comments
Fun metroidvania/zelda-esque exploration game. I greatly appreciated the snappy move speed, it really kept the game flowing and matched the directional decision making speed.
Really enjoyed both exploring around, and the puzzle/hidden bits! The music matched well, and it was interesting to explore around. My biggest struggle was the combat. I felt like my attack range/timing and my hitbox were slightly off from what I was expecting. Also some onscreen indicator of health would have been really helpful for both the tension and urgency at different moments.
Overall, nice job! Also really clever to palette swap for the different larger “zones”. Made them feel new and the color choices worked well to make them feel more “dangerous”
this is really solid entry. The color palette is really good and the enemies style is really nicee. only things i would say could be better are like the health bar could have been shown on screen and not just in the inventory, and the player getting hit and the player them self hitting an enemy could have been shown visually, cause now its kinda hard to know if you are getting hit/hitting the enemy.
Anywayy good job :D
Oh this is a giant game for a 10 day game jam, kudos for creating this, must have been a lot of work! I didn't have enough time to explore the game more, I got only the grappling hook and I stop there, but I'll definitely return when I can, I really want to finish this game. Level design is good, progression feels very well paced, nice art and sounds, I liked all of it. Only thing I was really missing was a HUD with my health, but I can see it in the inventory so it is only a small annoyance.
I'm impressed how much game you packed into 10 days. The Zelda influence is great and the different tools and areas give it a lot to explore.
I especially liked the bow puzzles and the art. There’s a ton here for a jam game. Great work!
Thanks for the feedback!
The bow puzzles were the most difficult to program xD But I see why they were the most likeable: the aim test, the surprise of "what this do?" and the "puzzle solved" sfx are a great combo. Thanks for liking the art too, it means a lot coming from the maker of such a cute game :)
Thanks again for playing and leaving a review!
I spent so much time playing this, there's so much!!! I haven't gotten as far as others, I honestly got the boots and got stuck from there. The only unexplored tile was one behind an arrow block that shot faster than even the boots could take me! Likely skill issue lol
I don't have much more to add outside of what everyone else has, but this is a really solid game. I think the only things that were a struggle for me were registering hits on enemies, which is already on your list, and some kind of indicator on the maps where they transition to another level, though that one was mostly because half my time playing I didn't realize that there was a global map.
The only bug I ran into a few times not noted in comments was that some room transitions would trip up if you weren't lined up right, walking in would just transition you back to the previous room. Oh, and some rooms with pits would respawn you on the other side in some situations.
Great job!!!
Thanks for the extensive feedback! You literally read all the comments before making yours 😭I appreciate it.
First: really happy that you enjoyed the game. Thanks for spending your time playing it, means a lot.
About the indicator of the doors/passages on the map, it was on the plan even for the jam build, but I didn't manage to make it in time. Thanks for sharing that you missed it, I shows that is a important addition for the game. Maybe something to show the user that he can "zoom out" the map to see other regions would be cool too!
About the bugs, I took notes about your experience, I'll work to fix it on the next versions, thanks for sharing!
Thanks again for playing and writing a great feedback!!!
Really solid Zelda-like! I kept getting shocked about how more there was every time I made it to a new zone. A lot of the items here are really interesting. I especially loved the menu UI. There's some obvious polish to add here (a new song in each area would be nice, as well as some enemy hit feedback, and displaying the health and timer), but the amount of game here more than makes up for it. Great submission!
Congrats on such a solid entry! Does the full moon timer loop (ie do I have more time to explore everything)?
I really liked all the exploration, though I forgot that I was un a timer haha. I agree with the feedback below, but if your doing more post jam updates here are my thoughts:
- Stun and push away enemies on hit. To add a little more juice to the combat.
- Add descriptions to the items.
- Maybe some more text/notifications when you pick up items or enter a new area
I wanna explore some, so back to the game haha
Thanks for the feedback, Roy!
The "push away" + visual feedback for enemy hits are already on the plans for the "post-jam build" for the game. The other two points weren't, but notes taken!
About the timer: there's a treasure on the game that takes you to the first day again, maybe if you explore the purple forest (I call it "the garden") you'll find the entrance to a dungeon 👀
You're always welcome to try the game again. I'm really happy that you liked it sufficiently to make you try it another time.
After my shift I'll try your game too, ok?
Thanks again!!
good level design that let’s you progress bit by bit by unlocking new weapons and tools. even though the bg sound is a bit monotonous, I liked it. the graphics are simple and cute. there are some minor bugs when firing the arrow, that it would not work. I assume when standing too close to a wall.
well done!
ps: I think, I’ve been in all rooms, except the ones that are guarded by the arrow-shooters…I guess I need some sort of shield, but I could not find it…
Thanks for your feedback!
The arrows collision is a little buggy for now, the correction is on the plans for the "post-jam build".
About the arrow shooters: yes, there is a shield in the game. If you want a little backseat: the shield is in the "mansion", the area with a brown pallete that can be accessed using the boots on a arrow shooter that is not that fast on the orange dungeon.
Really really glad that you liked the game, thanks again!
Admittedly, the gameplay could be more innovative to stand out from its inspiration more, but for a Zelda-inspired game, it's done well.
This had good level design that makes use of the tools well and leads to good progression, alongside an innovative ring teleporter power that serves as a risk reward system (though it wasn't obvious until I tried it a few times). Plus this game is extensive and packed with content, even for a Game Jam game, that it's surprising you made all this within 10 days.
Though I would prefer if hearts were visible even without going to the menu and the game was slightly less easy as the sword becomes useless once you get the bow with infinite ammo. I also encountered collision issues like the shield not blocking arrows when they're right next to the shooters, and some triggers used to enter rooms being wonky.
But again, good attempt at using Zelda's gameplay in a different universe. If you like, you can try out my game. It's another top-down game featuring a forgetful goldfish.
Thanks for the feedback!
The life HUD and the collision correction are already on the "post-jam build" plan, thanks for pointing out anyway. I'm glad that you liked the game even with some buggies.
About your game, me and my musical fren, tikaradate, already tested it! Good game, man, tikara left a commentary there to express our feeling about it.
Thank you so much again!!
Great entry, really felt the LoZ inspiration with the items, I also liked the way the ring was basically like a double edeged sword!
The level design and pacing was really compelling, probably the game I've spend the most time on this jam. Crazy amount of content too, good work!
Good job! I really like the concept of the treasure making the player older. The music and gameplay are smooth! I also really enjoyed the pixel art as an artist myself. The title screen text is so good ha
Thanks for the feedback!
Currently the sword is the sword's hitbox. I planned to made a better "damage feedback" on the game, like some monsters' knockback or changing the texture a little like the "imune" effect, but I didn't get the time...
But notes taken for the post-jam version.
I'm glad you liked it, thanks again!
Such a cool entry. Love the art design and the sfxs. A lot of content for a game jam, purely amazing.
Really love the bow and the puzzles with the arrow target!
i was impressed with how many different areas there were - looks like it would have been a lot of work for just 10 days. the art and music was nice too, good effort all around!
It's interesting. Music is good, art is clean and pretty. I wish to have feedback on hit to the bugs (enemies), otherwise I didn't knew if I hit them. Good job overall :)


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