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arm_historian

13
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A member registered Mar 17, 2025 · View creator page →

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Very nice and smooth gameplay experience. This plays like a fine platformer and you have full control over your character.  The level design was actually very competent, with the shark chasing level being a definite standout. There were a couple of quirks, like moving your character while the camera is still on the boss but all in all a very enjoyable playthrough. 

For the alloted time and constraints put upon us, I feel like this is well on the way to becoming an actual game. And a very good one at that.

Good to hear!

Now here is an entry with a real GB-soul in it. You captured it beautifully . Loved the battle-sprites. It is clear you put love into this game. 
Great lore too. You should expand this further. It has real potential. Glad i could play it. I will say, at one point i tried to run from a fight. But i failed thrice in a row, i think. Not sure if it is bad luck, a hidden stat that makes it impossible or unlikely to run, or maybe a small bug.
But the alchemy hook was pretty dang cool.

Wow. Seriously impressive to make a 3D-environment in such a short amount of time. Hats off, matey. I didn't see how long a round lasted, and i found a few spots where you could camp eternally. But it was most impressive to walk around the deck!

liked the tune! And your poster art is very cool: very cinematic. Sadly, I am not sure how to get past the first boulder. Maybe a bug? Maybe just a skill issue. I tried several times.

Thank you, I'll take a look at yours.

The fourth game I've played for the Jam. Old Gold, Old Bones was a game that was right up my alley. An autofighter where you collect gold by defeating enemies and then spend that gold in between "rounds". It's a concept with so much potential and given the limited timeframe we all had, Eakka Labs delivered big.

The hue is the first thing that you'll notice and it's certainly a bold choice going with a grayscale palette. I think it works very well with the overall style of the game and the gameplay itself. Everything is very toned down and understated but it's also, maybe in part thanks to that, a really smooth and straightforward gaming experience. I mean that in the best way possible.

On a personal note, I loved the designs of the three main characters, everything from the visual appearance in the dialogue cut scenes, to the way their abilities and attacks differed. 

I finished the game and I'll finish it again if it ever sees an update. I think there's still interesting avenues to be explored, although what's there now is truly good.

Third game I've played from the Jam. Guardian of the Treasure knows what it is and plays around with a few different concepts to explore the genre of a top down shooter. As far as I could tell, it adheres to the limitations set upon us by the jam, so in that fashion, it certainly succeeded! Although the second theme interpretation seemed to be limited to a joke in the description.

I enjoyed my limited experience with Guardian of the Treasure, even though I was yearning for a slightly more polished experience from time to time. I hope the dev tries to iterate on what's there already as the controls, gameplay and general fluidity of the game are solid and the potential is certainly there.

For a solo dev on their first game jam journey, I couldn't help but relate. It's our first time too and so many unforseen issues can just manifest out of nowhere. 

As the game dev said in their game's description: "I hope that in its current form it will give you a little while of fun" and that it certainly did.

Oh dang! I meant do include a downloadable version too but the upload didn't go through well or I configured something wrong. 

I hope you could get it to work on a different browser perhaps? If not, thanks for trying to play it.
People have been able to play it so far, so lets hope it's an anomaly.

Second game of the jam I've taken a look at! 

Right off the bat, you're a peg-legged pirate, on the look for Doubloons.. It's a straightforward interpretation of the theme but I am a big fan. It seemed you put a lot care into the title screen, as well as the main character sprite as I especially enjoyed those. 

Other visual elements were simple, but very clear. I love the topdown perspective, with the walls all leaning outward, especially in this kind of game.

Now, the dev said the game was more a proof of concept as he suffered from overscope and yes, that's certainly true. There isn't much gameplay to speak of, you walk through room after room with the same enemy, defeating them and collecting the coins that drop.  So, after I got to about 100 coins, I decided to stop playing there.

Now don't get me wrong, the parts that are present are very solid. I'm a huge fan of these types of games and I could very clearly see that if you were afforded more time, this could have turned into something more and truly good. 

As a proof of concept and for its potential, I very much liked The Cursed Doubloon and will be keeping an eye on possible updates.

Oh boy, this is my first rating of the jam and what an experience it was! 

First off, the game is long. I played for over an hour and didn't finish it yet. Although I'll be coming back to this one. (too many games to rate and so little time.) It's a metroidvania style game in which you hack and slash your way through several rooms and corridors, find upgrades and backtrack to progress. 

The art and style of the game really did it for me. I thought they were great. The animations of the attacks stood out especially. Very minimalistic approach but you did a lot with very little.

The gameplay was a really smooth experience, with the directional hits, combined with the wall jumps making for some really skill based progression. It just feels cool moving around in this game. 

As for the secondary theme, I didn't notice a lot of it. It is of course woven in to the story and as I said, I didn't finish the game, so more of the theme might be obvious deeper into the game.

Very solid soundtrack and sfx, although the sound did stop completely at seemingly random times for random durations. Didn't happen that much as to be an issue.

Although some of the animations (like the double images behind the main character and the after death particles of the enemies) didn't look very "gameboy" to me, it amazes me what you've been able to accomplish in only 10 days, with the limitations that were put upon us. If this first game is any indication of the average quality of the Jam, it's going to be a hardfought competition!

We'd love to get a rating as this is our first jam ever! I'll check yours out.

Rest in Riches

Hello! We're open to any kind of feedback, since this is our first jam.

In particular we didn't have a lot of time to playtest, so difficulty might be skewed a little.

Rest in Riches