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Dig'n Crawl's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameboy Soul | #18 | 4.400 | 4.400 |
| Graphics | #18 | 4.571 | 4.571 |
| Overall | #35 | 3.938 | 3.938 |
| Gameplay | #44 | 3.943 | 3.943 |
| Secondary Theme Interpretation | #48 | 3.771 | 3.771 |
| Soundtrack/SFX | #150 | 3.486 | 3.486 |
| Quirkiness | #184 | 3.457 | 3.457 |
Ranked from 35 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
Dig n' Crawl uses the "OLD GOLD" theme in both its setting and its mechanics, which are all built around retrieving old gold treasures. Sugi explores the ruins of an ancient kingdom once blessed by the gods, digging up treasures that have been buried for centuries. Every dig spot opens a small excavation minigame where you uncover relics of different sizes and value, and you need to bring back enough of that forgotten wealth to escape successfully.
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Comments
What a visually clean and fun game!
I cleared all three levels, though missed the final door at the third level and only was able to win due to a bug.
When you open (or close?) the map, time passage and movement are a bit funny. I was able to hit 0 seconds while coming out of the map I believe, which prevented me from voiding out to the darkness and let me explore at 0s forever (which I am a BIG fan of, props if you left it in on purpose!)
Nicely implemented, has good game boy vibes.
While the torch mechanic is innovative to me, I find the torch time limit on the 2 later levels to be a bit too low, I could not complete all of the contracts...
Good job on a game. Amazing quality and interesting idea. Quite hard game, but fun. Congrats
Thanks! Yes, it's kinda hard e.e
This was a cool concept. Switching between the two gameplay modes while the timer continues to run was a cool twist, unfortunately I felt like there weren't enough torches for me to really dig into the levels.
Thanks! If I can know, are you talking about all the levels or one in particular? :)
The second level was rough, enough that I didn't actually go further (wanted to get to some more games!). It was easy enough to get enough treasure to "win", but it felt like the game wanted me to push further in and get more. Maybe there is more to it if I push further? 60s on the torch was hard and the only refresh I found was right at the entrance, which doesn't feel useful because it just puts me back where I started.
Solid game there! Nailed on the gameboy style!
Couldn't finish Level 2 when I played it but I may try it again later.
Thanks! I failed too Level 2 after a day off from the game (and I designed it in editor... D:), it needs you to be efficient.
WHERE ARE MY TORCHES!!! /jk The game has a unique twist on the otherwise “digging for gold game #99” template, the sonar was an interesting idea to help the player. I did struggle with my torches, so not sure if I’m supposed to fail and explore and replay with the knowledge of the map?
Graphically the game looks spotless, has a lovely palette which it play along, sfx were great. Music was a tad too much to me, you could let the instruments breathe a bit more, and for me the high notes took away some enjoyement in them.
Overall a lovely entry, really well done!
Thanks for your huge feedback!
Apart from level 1, both 2 and 3 are much harder than first. It's not mandatory to fail, but might happen if you're not trained to the genre (or you've a sort of undiagnosed ADHD like me :D).
Regarding the music, we tried to focus on the suspance and the "ticking" concept. It's cool to hear that not everybody enjoyed it, thanks.
Really loved the torch colours shifting in the light. It gave the ruins a ton of atmosphere and communicated the count down timer well visually.
Very polished, very Game Boy Soul, and a really nice interpretation of the theme.
Thanks! We spent a ton of time on the ruins' atmosphere, so it's nice to hear feedback like yours :)