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Achie

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A member registered Apr 01, 2017 · View creator page →

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Not sure if you tried with controller, sadly the version of the engine I made this had a bug which crashes the game the moment you touch one :( reported and fixed, but you know, locked files. If it was something else wouldnlove to hear about more if you can redo it!

I’m glad you enjoyed some of it, the dragons patience does need some tuning, will look into it in a follow up patch (It will fire at you if there are too many item not sorted yet)

I was excited for the idea of having to grab the gold and get to the door quickly, sadly I ran into the 100gold room with not enough slimes spawning or enough on the ground to get enough. Spawns were to slow to replenish the gold that I spent waiting for them, basically softlocking me. I think this is the only big issue here, some kind of system to not let this happen would be lovely.

Graphics wise i do love the spritework the dreamlike hazy colors, but next time either use a different transition or warn players about flashing the screen at the brightest color at every transition as that can be very distracting and potential problem causer for certain people.

Music and sfx were well done, ,good job on those!

Overall a fun experience that has a small issue to be fixed! Well done!

I was excited for the idea of having to grab the gold and get to the door quickly, sadly I ran into the 100gold room with not enough slimes spawning or enough on the ground to get enough. Spawns were to slow to replenish the gold that I spent waiting for them, basically softlocking me. I think this is the only big issue here, some kind of system to not let this happen would be lovely.

Graphics wise i do love the spritework the dreamlike hazy colors, but next time either use a different transition or warn players about flashing the screen at the brightest color at every transition as that can be very distracting and potential problem causer for certain people.

Music and sfx were well done, ,good job on those!

Overall a fun experience that has a small issue to be fixed! Well done!

While I would love the idea of a metroidvania like exploration game, I was fighting the controls more than the environment. Getting stuck on walls with no let go button, getting actually stuck in the tiles sliding down with no movement option once the ledge ends just lead to a kinda awkward movement tech which dampens the enjoyment of the exploration.

While the overall spritework looks cool it is breaking many of the rules of the jam, such as the pixel perfection and rotation rules. Piston moving subpixels, the character sliding on corners also do not help the gameplay.

SFX was okay, I did find the music a tad annoying as it had many high notes that were repeating often.

Overall it is not a bad game, it just needs more time and tuning to be at its best!

Almost missed this which would have been a shame as I was following you on bsky through the jam. While I don’t fully enjoy “incremental games”, by this I mean get upgrad, number go bigger, reach number win, due to the time investment ones needs to finish them this was a lot of fun with interesting ideas and a cool spin on the otherwise very much explored gold rush get gold coins ideas.

Graphics wise the game looks lovely, the color change on reboot/rerun is cool idea, the game sprites look lovely and everyhing fits together well. Start screen screams old western movies, Sfx and music were great well done!

Awesome idea, great implementation!

Almost missed this which would have been a shame as I was following you on bsky through the jam. While I don’t fully enjoy “incremental games”, by this I mean get upgrad, number go bigger, reach number win, due to the time investment ones needs to finish them this was a lot of fun with interesting ideas and a cool spin on the otherwise very much explored gold rush get gold coins ideas.

Graphics wise the game looks lovely, the color change on reboot/rerun is cool idea, the game sprites look lovely and everyhing fits together well. Start screen screams old western movies, Sfx and music were great well done!

Awesome idea, great implementation!

Banger soundtrack with a cool idea for a game, zelda likes are popular for a reason. The game does suffer a bit form “mash the atttack” and nothing else, which is I think the biggest “issue” here, what we have is not bad, it just comes down to attack and pray. Some kind of abilities/items or healing that can be found in the dungeon would help a bit with the scorechaser idea.

Graphics were neat, very reminicent of the old are, so was the sfx and the music. Sometimes gold was not picked up :(

Overall a cool idea and with some additions you could have a lovely game on your hands!

Banger soundtrack with a cool idea for a game, zelda likes are popular for a reason. The game does suffer a bit form “mash the atttack” and nothing else, which is I think the biggest “issue” here, what we have is not bad, it just comes down to attack and pray. Some kind of abilities/items or healing that can be found in the dungeon would help a bit with the scorechaser idea.

Graphics were neat, very reminicent of the old are, so was the sfx and the music. Sometimes gold was not picked up :(

Overall a cool idea and with some additions you could have a lovely game on your hands!

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I think others phrased it better already before me, but the game needs tuning for sure. The overall idea of a digging fight things game is not bad (see One Last Dig), but the balance here is off quite heavily. Hordes of enemies spawning, which can either hit you or not, your only tool is a melee weapon, that either hits or not, speed effect is basically press direciton and pray due to how fast it is, so this needs some tunings.

Graphics wise I was expecting a very different look, the cover art def. gives off a very different style and art skill compared to how the game looks. The first gives a clean but polished style while the second seems more amaturish, not sure why we are not using those sprites on the cover, if we have them, would have elevated the loook for sure. There are many rulebreaking things as well, rotated and not pixely pointer, blurry text, paticles etc..

Music and sfx is there sadly badly balanced, music is quite sfx are loud.

Overall the idea is not bad, I just need more time in the oven.

The idea could be fun, turning and trying to remember which direciton you buttons shoot is enough puzzle for me, all I wish is basically more thing son the screen, so far the game just feels empty 80% of the time, but this can be probably redeemed by a simple number change.

Graphics is okay, I do feel like the sunked text is just alpha fading instead of actually following the palette though.

No music or sfx

Overall could be a good game once built upon a bit, you have a good base here.

Remove the demo tag and just say I scoped well :P. My first golden goose game props to that and thank you for the flashing warning, really appreciate it! mechanics were neat and varied enough so you had to learn how to punt the eggs, the rhymes were neat, as a lover of childrenbook stories, those are close to my heart!

Graphics wise everything is really cool, except he blockyness of the stages but I just assume it is this way due to the “demo” stage of the project. Everything else was neat!

SFX and music were great, well done on those!

Overall a super neat entry, I wish for more! Well done!

Remove the demo tag and just say I scoped well :P. My first golden goose game props to that and thank you for the flashing warning, really appreciate it! mechanics were neat and varied enough so you had to learn how to punt the eggs, the rhymes were neat, as a lover of childrenbook stories, those are close to my heart!

Graphics wise everything is really cool, except he blockyness of the stages but I just assume it is this way due to the “demo” stage of the project. Everything else was neat!

SFX and music were great, well done on those!

Overall a super neat entry, I wish for more! Well done!

It was fun to try and figure out where all the pieces were hidden, well done on those, had a bit of trouble with one on the “first screen” though, did not talk to someone I needed to. Only critique here is that if you also target web builds, please look into other transitions as on a lit screen (ie: every pc or mobile screen) the white transition effect is really harsh on the eyes. I also fail to see the theme here, but could be just me.

Graphics wise you did a great job, spirtes are cool map feels alive, altough a tad too many rocks for my liking :P

SFx and music were good, well done on those parts!

Overall a cool adventure game, well done!

We have buffer zones for the camera, which was one thing I ever asked about all the other speedy platformer games on the jam, so that is half success, now give me coyote time as well :P the camera does need a bit of smoothing as it gets to the player it does a little cobblestoning, but nothing too bad, and also going down a ladder triggers lookind down as soon as you touch the ground.

The map generation is really neat well done on that, I do feel like the game could use some dynamic “obstruction”, traps, dart traps or even enemies, because as of now, only static spikes are in your way which will only hurt you if you fall into them from off screen or mess up a jump.

Graphics wise nothing bad here, we have neat sprites and they kinda fit together!

Music and sfx were great, you kinda scared me in the description, but it works well!

Overall neat idea and implementation, well done!

We have buffer zones for the camera, which was one thing I ever asked about all the other speedy platformer games on the jam, so that is half success, now give me coyote time as well :P the camera does need a bit of smoothing as it gets to the player it does a little cobblestoning, but nothing too bad, and also going down a ladder triggers lookind down as soon as you touch the ground.

The map generation is really neat well done on that, I do feel like the game could use some dynamic “obstruction”, traps, dart traps or even enemies, because as of now, only static spikes are in your way which will only hurt you if you fall into them from off screen or mess up a jump.

Graphics wise nothing bad here, we have neat sprites and they kinda fit together!

Music and sfx were great, you kinda scared me in the description, but it works well!

Overall neat idea and implementation, well done!

7min 23s, the very last word did confuse me, not sure what what the clue for it, every other puzzle element felt neat once the clicked in place. Wery well done on that part. My only complaint here is the controls could be maybe bettter indicated mid game, as that felt confusing from time to time.

Graphics wise the game is simple, and delivers what was needed.

Sfx were okay, I don’t think I heard any music though.

Overall cool concept well executed!

As others pointed out starting the game is very tricky, it is not the enter button at all, after that we could have an interesting game idea with exploring the mansions, but the only door I could enter is the right one, which takes you into the paiting room. I interacted with it, and the only exit after was the right one which took me outside, taked to agent and the game was over? Not sure if this is an error or what because from the game description it sounded like there was more.

As for graphics, the main room has 3 different perspective lines, I recommend looking up perspective drawing, and choosing one and drawing your lines with those. The character also felt way to small, unless they are a child? Not sure if they are though.

No music, no sfx so i cannot comment on those.

Overall we have potential here, but feels like the game is either broken or heavily in progress.

While I like the coins and the history nerds stuff, I feel like a game should give you the answers inside your game, I guess I’m not treating as a quiz game maybe due to the coin dusting, still feels a bit off to me. The dusting mechanic is generous enough to be not annoying with the precision, I do ask you though to next time use a different gameboy scene transition, the white fullscreen flash can be hard on the eyes in web builds, so if you export there as well, keep it in mind.

Graphics were okay, coins looked cool, maybe the tiger/lion distiction could be clearer but that is pixel art, we all learn

Music and sfx were not bad, my only complaint here is the relative “dissonance” between the dusting and the quiz parts, the second felt more energetic, harsh which kinda clashes with the chill experience of the coin dusting.

Overall a neat idea, well done!

Part of the “motherload” likes for the jam, not a bad take on it, I do wish we could find dynamites on the playing field so it can be also a neat exploration one and not just a dig down game.

Graphics wise the pixel is okay, but the font and the particles do break the resolution rules both, one with aliasing and one with way to small of a “draw size” compared to everything else.

Sadly no music, but the sfx were okay, nothing too loud well done!

Overall a nice digger, well done!

Part of the “motherload” likes for the jam, not a bad take on it, I do wish we could find dynamites on the playing field so it can be also a neat exploration one and not just a dig down game.

Graphics wise the pixel is okay, but the font and the particles do break the resolution rules both, one with aliasing and one with way to small of a “draw size” compared to everything else.

Sadly no music, but the sfx were okay, nothing too loud well done!

Overall a nice digger, well done!

Sadly could not find the last one, but the puzzle overall felt great. The “Z” layering and jumping between them sometimes is confused, do 2d ground technically draw, but you are two layer behind it so it is a hole and you just fall down, probably this is the only critique point i can gave.

The game had an interesting take on the lowrez shader, everything felt smushed a bit and also the top left counter dissapears when you full screen the game on web. The shading is nice overall, it has a unique vibe to it for sure.

Music and sfx were great, well done on those.

Overall cool little puzzle game once you wrap your head around all the rules inside.

For a first game, well done! The loop and the idea is there, you just need to refine it more. Hit/miss feedback is very importand in these games, it is a bit lacking, same goes to actually explaining to hit the notes. Otherwiseit is a fun little note smasher

Graphics are not bad, but the font does break the resolution rules in the “introduction” part, and the spritework needs a bit more cohesion and refining, but other than these, it is not bad.

Music is by far the best part of the game, super cool job with it, sounds gameboys enough!

Overall, cool first game, well done!

For a first game, well done! The loop and the idea is there, you just need to refine it more. Hit/miss feedback is very importand in these games, it is a bit lacking, same goes to actually explaining to hit the notes. Otherwiseit is a fun little note smasher

Graphics are not bad, but the font does break the resolution rules in the “introduction” part, and the spritework needs a bit more cohesion and refining, but other than these, it is not bad.

Music is by far the best part of the game, super cool job with it, sounds gameboys enough!

Overall, cool first game, well done!

This is the third grave robbing game, gbjam what is wrong with you??? /jk

The concept is neat, maybe a bit too easy difficulty wise, but it is a neat gameplay experience once you get through the controls, which I struggled with. Dug the small holes and was confused why I didn’t find anything. Oopsies I guess.

Graphics wise I liked everything, they were small and cute, the priest at the top was having the time of his life hula dancing while I was chased by an endless undead horde.

Music was cool, had a nice funny eerie vibe to it.

Overall, cool game, well done!

This is the third grave robbing game, gbjam what is wrong with you??? /jk

The concept is neat, maybe a bit too easy difficulty wise, but it is a neat gameplay experience once you get through the controls, which I struggled with. Dug the small holes and was confused why I didn’t find anything. Oopsies I guess.

Graphics wise I liked everything, they were small and cute, the priest at the top was having the time of his life hula dancing while I was chased by an endless undead horde.

Music was cool, had a nice funny eerie vibe to it.

Overall, cool game, well done!

The only problem I have with the game is that I want MORE! I guess you scoped well for your game as it is complete, polished (collision can be a bit whack with the giants when the lay back, but nothing game breaking) you have cool music, multiple track, a game mechanic that is unique to the game, so nothing wrong here, I’m just a kid in a candy shop who got only give 1.

The sprites and palette look lovely, the soundtrack in a banger, really the only missing thing here is more maps, so if you ever make more, feel free to ping me somewhere!

The only problem I have with the game is that I want MORE! I guess you scoped well for your game as it is complete, polished (collision can be a bit whack with the giants when the lay back, but nothing game breaking) you have cool music, multiple track, a game mechanic that is unique to the game, so nothing wrong here, I’m just a kid in a candy shop who got only give 1.

The sprites and palette look lovely, the soundtrack in a banger, really the only missing thing here is more maps, so if you ever make more, feel free to ping me somewhere!

Also god bamboozled, was expecting some kind of adventure, instead if have goblin city skylines. The incremental part is not bad, the mines do feel a bit too slow even with many workers, but everything else can trickle in fast-ish enough. Go deeper was a lot to ask, but nothing a little afk session cannot solve.

Graphics wise I kinda wish that the game carried the boiling lines sketch format it opened with, but what we have isnot bad, just minimalist in style. Text does go too fast though

music and sfx were not bad, well done!

Overall a nice little incremental adventure!

Also god bamboozled, was expecting some kind of adventure, instead if have goblin city skylines. The incremental part is not bad, the mines do feel a bit too slow even with many workers, but everything else can trickle in fast-ish enough. Go deeper was a lot to ask, but nothing a little afk session cannot solve.

Graphics wise I kinda wish that the game carried the boiling lines sketch format it opened with, but what we have isnot bad, just minimalist in style. Text does go too fast though

music and sfx were not bad, well done!

Overall a nice little incremental adventure!

You found and idea and stuck to it really well, gotta give you that. While I’m not fan of these kind of exploration/point and click kinda games I had fun for a bit, but I got stuck after the guy just said no. Not sure where could else go, nor do I know why slenderman came into the house, I hope he plays rent.

Graphics wise the game looks okay, web is suffering from lagspikes upon first room inspections, and the text is too fast/sometimes hard to read, but otherwise it conveys the eerie vibe.

Music and sfx were okay, liked the little bitcrushed lines you had sprinkled in there.

Overall a unique concept, well done!

You found and idea and stuck to it really well, gotta give you that. While I’m not fan of these kind of exploration/point and click kinda games I had fun for a bit, but I got stuck after the guy just said no. Not sure where could else go, nor do I know why slenderman came into the house, I hope he plays rent.

Graphics wise the game looks okay, web is suffering from lagspikes upon first room inspections, and the text is too fast/sometimes hard to read, but otherwise it conveys the eerie vibe.

Music and sfx were okay, liked the little bitcrushed lines you had sprinkled in there.

Overall a unique concept, well done!

I know I read stuff about the, but could not wrap my head fully around the toxic/gilded system, which otherwise could a nice balance mechancis, sadly I got knowledge checked and it was just a restart the game mechanic. Combat felt okay, the new skills from the flame thing were a nice addition to the otherwise boring click shotgun, click attack, click time loop that youhad to do on every enemy.

Graphics wise overall the game has a nice retro look to it, I personally did not like holo effect of the second character flashing all the time on an off, having the horizontal lines move left and right would be probably a much smoother experience on the eyes.

SFX and mx were nice, well done on those.

Overall neat concept, well done!

I know I read stuff about the, but could not wrap my head fully around the toxic/gilded system, which otherwise could a nice balance mechancis, sadly I got knowledge checked and it was just a restart the game mechanic. Combat felt okay, the new skills from the flame thing were a nice addition to the otherwise boring click shotgun, click attack, click time loop that youhad to do on every enemy.

Graphics wise overall the game has a nice retro look to it, I personally did not like holo effect of the second character flashing all the time on an off, having the horizontal lines move left and right would be probably a much smoother experience on the eyes.

SFX and mx were nice, well done on those.

Overall neat concept, well done!

If I had a nickel for every pirate boardgame, I’d have two, which is neat because I like boardgames. The concepts are really neat here, the only thing I wish for is an “undo action” button instead of the look. Let the secondary button just unselect the current ship which would free up the look button for an undo one!

Graphics wise the game has a minimal look to it, which is fine, it delivers on the art front, the font is a bit hard to read, but nothing too bad for me.

SFX and music were nice, they were loud though.

Overall a cool concept and a nice game!

If I had a nickel for every pirate boardgame, I’d have two, which is neat because I like boardgames. The concepts are really neat here, the only thing I wish for is an “undo action” button instead of the look. Let the secondary button just unselect the current ship which would free up the look button for an undo one!

Graphics wise the game has a minimal look to it, which is fine, it delivers on the art front, the font is a bit hard to read, but nothing too bad for me.

SFX and music were nice, they were loud though.

Overall a cool concept and a nice game!

I really enjoyed the concept of learning the game and the coins themself withouth needing to download somethign external, that just didn’t really sit well with me. Overall I haven’t noticed the date pattern yet to know which date could be wrong but other clues were well defined. Made it over 750 on my last day after scoring an old coin for a bargain price.

The game looks lovely, coins have distinct arts so the can be differentiated from each other, clues are mostly well defined.

Music and sfx were great, a smidge loud but nothing too bad there either.

Overall neat concept, surprised to see to coin investigation games on one jam! Well done!

I really enjoyed the concept of learning the game and the coins themself withouth needing to download somethign external, that just didn’t really sit well with me. Overall I haven’t noticed the date pattern yet to know which date could be wrong but other clues were well defined. Made it over 750 on my last day after scoring an old coin for a bargain price.

The game looks lovely, coins have distinct arts so the can be differentiated from each other, clues are mostly well defined.

Music and sfx were great, a smidge loud but nothing too bad there either.

Overall neat concept, surprised to see to coin investigation games on one jam! Well done!

For me the only controls that worked was the wasd and yx which is very cramped as you cannot hold your shield and as all those are in the same keyboard area. Resolition broke a lot of rules and the menu only responded ot a mouse click which is also weird as you clearly have controls otherwise. The red carped room did not spawn an enemy which basically softlocks the player.

Otherwise we hve a lot of mixels (different pixel sizes) which to me don’t come across as good visual design. Sound effects and music were okay.

Overall the idea of a zela like is not bad, this entry just needs a little bit more time in the oven (and to actually follow gamejam rules)

For me the only controls that worked was the wasd and yx which is very cramped as you cannot hold your shield and as all those are in the same keyboard area. Resolition broke a lot of rules and the menu only responded ot a mouse click which is also weird as you clearly have controls otherwise. The red carped room did not spawn an enemy which basically softlocks the player.

Otherwise we hve a lot of mixels (different pixel sizes) which to me don’t come across as good visual design. Sound effects and music were okay.

Overall the idea of a zela like is not bad, this entry just needs a little bit more time in the oven (and to actually follow gamejam rules)

next time please include a transition that is not about flashing the whole screen white as that is both hard on the eyes and a possible photo sensitivity issue. If you do wish so to use it, please add a flashing lights warning to your page. thanks.

The idea of the game is interesting, transforming temples where the in an out paths differ are cool and I liked how they changedup the pace. Maybe going in could have a few traps so that phase is not just a walk up to the treasure. I also got hit from nothing a few times, not sure what happened there.

Graphically it is neat has an interesting palette to it. Music is neat, I do wish the score rolling sound would be a less high pitched one. Other than these it is a cool small game with a nice scope for a short jam, well done!