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A jam submission

Old Gold, Old BonesView game page

Reunite old heroes. Fight cursed gold. Grow stronger with every run in a pocket-sized incremental RPG.
Submitted by Eakka Labs — 59 minutes, 24 seconds before the deadline
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Old Gold, Old Bones's itch.io page

Results

CriteriaRankScore*Raw Score
Gameboy Soul#674.0984.098
Overall#873.7303.730
Gameplay#1013.6563.656
Secondary Theme Interpretation#1063.5413.541
Graphics#1064.0824.082
Soundtrack/SFX#1493.4923.492
Quirkiness#1663.5083.508

Ranked from 61 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, Old Bones interprets the theme both literally and metaphorically. The protagonists are aging adventurers forced to confront the consequences of their former greed: the gold they stole became cursed, creating monsters with coin hearts and corrupting the land. Gold is also central to progression, as the coins earned during each expedition are used for permanent upgrades and to reunite the old party. “Old Gold” is therefore both the ancient treasure haunting the world and the past the heroes must finally face.

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Comments

Viewing comments 45 to 41 of 45 · Next page · Last page
Submitted (1 edit) (+1)

Holy nuts. This is stupid good for a jam game. No notes. You win.

ETA: I played this for about an hour.

Developer

Hahaha, thank you so much! Really glad you enjoyed it! 😄

Submitted(+1)

Really great! I love the premise of the gold itself becoming evil. Monsters in RPG always drop gold, and this is the first time that has made sense! I think you nailed the pace of the progression. The sound and the art were both perfect for the Game Boy. Fantastic work!

Developer

Thanks a lot! Really appreciate you taking the time to play it and leave such a nice comment.

Submitted(+1)

Ah! I am in love with the concept. I am a huge fan of RPG's so this approach really was resonated with me. My favorite part, the pixels! The sprites, portraits, environment art, and music are were so well done! Great work on this!

Developer(+1)

Thanks so much! Really glad you enjoyed it, and thanks for playing!

Submitted(+1)

Nice little incremental! Beautiful sprites and a very impressive amount for a 10 days jam!

SFX are well designed, we can ear wich attacks hits.

Overall nothing much to say, it's a great little game!

Developer

Thanks a lot! Really glad you enjoyed it, and I appreciate you taking the time to play and leave a comment!

Submitted(+2)

I will basically always play an incremental to completion hahaha

The art and music were both delightful! The SFX felt a little bit loud, but the animations and timing were all very clean and cute. I also liked all the characters! There wasn’t a lot of dialogue, but I liked what was there, and even without reading the additional info on the page, you could still glean their history from the banter. I have two main things to note:

The first is that while the health is shown as ints, it feels very obvious the game is doing decimal math in the background for damage and overall health, which ends up feeling a little stilted.

The other bit is just…. the autobattler bits end up feeling kind of long? I think if there was a bit more variety in the animations, or if you could end a run early if you knew you couldn’t beat any more monsters would make it feel a little bit snappy. That said, adding the “mend” option for the wizard near the end definitely felt like it added more variety for the auto battler, and I appreciated how many levels there were!

Developer

Thanks a lot for the detailed feedback!

The SFX/music balance definitely needs another pass, and eventually I’d also like to expose separate volume controls in an options menu.

The float-to-int issue comes from wanting to show both the health bar and a clean HP counter without ending up with something like 115.4/200 on screen. But you’re right that it can make the underlying damage feel a bit odd, so maybe dropping the numeric HP entirely could be a cleaner solution.

And more animation variety is definitely something I’d like to explore in a future update. The abort-run idea has also come up a few times now, and it makes a lot of sense.

Viewing comments 45 to 41 of 45 · Next page · Last page