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A member registered Jun 12, 2020 · View creator page →

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Very addicting game loop. The explosion visuals gave me nostalgic memories about dynablaster/bomberman. 

Loved it!

When there's three heart pickups before entering a castle, you know things are about to get real!

What a fantastic and complete game.

  • I loved how you let us get a glimpse of unreachable areas before they become reachable later in the game.
  • Lots of rewarding upgrades.
  • The bosses were interesting and different from each other, but they were not too hard, which is very good for a jam game (you can't expect people to spend hours on a single game).
  • The length of the game was much longer than expected, but I couldn't stop myself from playing. I managed to beat the slime king but couldn't continue from there.

You really hit all the right spots for a platformer/metroidvania.

Really well done!

I really loved the exploration and mystery. I played all the way to the end. Very nice game!

This has a great feel/vibe to it, and the puzzle platforming is interesting. Definitely left me wanting more.

I'm impressed with how much content you managed to put in there. Even small details like the fishing hook physics look great. Well done.

In my first couple of playthroughs on the easy difficulty, I cheesed it by going all the way to the NE tile, and then used the directions to figure out what the treasure tile is relative to my tile, and then moved there... but the treasure seemed underwhelming.

Then I tried minimizing my steps, and ultimately managed to beat all three difficulties in lowest possible steps, for much more satisfying endings. Really cool!

One small gripe I have is that it says "An expert explorer would do it in X steps" - but isn't there some luck involved in determining your starting location? How do you compute the expert explorer's number of steps? Is it just the shortest path from your starting position to the treasure while avoiding the traps?

Anyway, really amazing game on all fronts.

The music speeding up almost gave me a heart attack - so good!

Really fun game.

People should post their high scores - let's get a competition going here.

Thank youuu!

I love platformers and played through the whole thing. This is a really high quality game. Great level design and skill progression. And just fun to play. Well done!

Cool puzzle mechanic! Level 3 was really diabolical since you needed to be pixel perfect, but I eventually figured it out, haha

That's a fair point. Thanks for playing :)

Also please double check that you rated the game - I noticed the number of ratings didn't go up.

Really well-made puzzles - the game has potential, but the slow walking is very frustrating. Maybe instead of walking one pixel at a time, we can walk one tile at a time?

The graphics are really outstanding - so cool to make a 3d-looking game with only 4 colors.

The game was a little confusing at first, until I read the description explaining to use SHIFT for clues. Once having the clues, I found the gameplay quite enjoyable.

Well done!

I love puzzle games and this was a really well done one. Great level design and beautiful graphics. Very well done!

I guess not a lotapir of people are commenting because there isn't much of a finished game here.

But I think it's cool that you are challenging yourself to use a new game engine. And you got music, animation and input to work, so well done!

One note for future GBJAMs: The rules say the game must consist of 160x144 square pixels and 4 colors, but it seems yours is both more pixels and more colors. So keep that in mind for the next one. :)

The core mechanic of this game is great. I like that different animals behave differently - some flee, some attack - and they move in different ways. It is definitely hard to kill some of them, but it is also more satisfying when you do.

The concept of the upgrade system was great, but it didn't seem to do anything noticeable for me.

One tip for you: If you are going to participate in future GBJAM jams, then note that there must be exactly 160x144 square pixels on the screen. This is not the case in your game. For example, the animals move one screen pixel at a time, instead of one "game boy pixel". The easiest way to achieve proper square pixels is usually to set up the project to render at 160x144px resolution, and then scale it up afterwards in a pixel-perfect manner.

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That's awesome to hear, thanks!

There's definitely a lot of potential in expanding in all those areas.

We are happy to hear you liked it! :)

Awesome, thanks!

Great to hear you liked it :)

Thank you so much

Thanks for playing.

Very good point. We should somehow require the player to go to the surface during alien waves, and probably make the waves harder earlier.

Thanks for playing and commenting. Really cool you got all the upgrades!

I actually sat on the intro screen for a couple of minutes, enjoying the how the beat of the music was synced up with the animations. Super relaxing.

It took me a little while to understand the fishing mechanics, but the description on your game page helped.

The amphora jigsaw puzzle was devilish hard for me, haha. Maybe the rotations could be changed to 90 degrees per turn?

Overall, a super cute and chill game!

I loved the gameplay, and it is impressive how many features you've packed into the game in such a short time.

It took me a while to understand all the mechanics and I still don't think I understand everything - maybe more explanations/tutorials would have helped.

Done! Thanks for the suggestion :)

Nice game and very helpful with the tutorial.
I was impressed by the great variation of tiles - well done in such a short time.
The background music sets a dark atmosphere but was a bit repetitive.

I loved the graphics - the waves at the beach, the extendable arm, the screen transitions, the close-up shots inside the pawn shop... all very beautifully made.

I too hate it when my gold is falling out of my pockets, very relatable. 

A sweet little puzzle game, well done!

Very well made game!

I really enjoyed the small mini puzzles scattered throughout, and the drinking game was fun. Great idea with the "drunk visual filter".

The music fits, and the music transitions work well. The length of the game was also good.
Great art direction too.

Good job to everyone!

Very impressive submission. The visuals are absolutely stunning. And the platforming has so many features, like double jump, wall jump, wall slide, coyote time, breakable platforms, movable objects, checkpoints, etc. And it is all so polished. Fantastic.

Really cool idea that the event on each field is not given from the start, but you decide the events as part of the game.

Cool game, I managed to beat all three levels. I do agree with the others saying that controls are difficult. I rotated my keyboard 45 degrees, which helped a bit.

This felt very satisfying to play. I guess all bugs can be resolved with a shotgun.

Cool concept with the rooms shifting, and all the different kinds of upgrades.

It was hard to keep track of my cursor though. Maybe you'll need to render your own cursor, that is a bit more visible than the default Windows cursor.


This really has that Quake feeling, both with the visuals and sound. Really cool! I hope you'll work more on it in the future. Don't forget to add a crosshair. :)

I had so much fun playing this game. The amount of mini games was surprisingly high, and each mini game had a good amount of variety, and generally felt fair to play.

The global high score list is certainly a great motivator to keep replaying, trying to beat your own and others' high score.

Super nice game. Well done!

Very atmospheric, loved it.

Also neat touch with the ring changing.

This game has a lot of good stuff going for it. I think the "move or die" feature is very interesting.

I completed all 10 levels, and here a few small ideas that will make the game feel much better:

  • When you die, do not go back to the menu, but restart the level
  • When you win, do not go back to the menu, but proceed to the next level 
  • If you detect keyboard/controller input, hide the big buttons. If you detect touch input, show the big buttons.
  • The movement and gravity feels very slow. Maybe speed it up a bit.

I really like the idea. :)

It would be even better if there was some goal to work towards.. and a way to fail.. so you are really motivated to find the best possible words.