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