Sweet game. After some balloons I was mainly spamming the up button to get past the things haha but the concept is pretty good. Loved how everything fits together, only missing piece there is a chill song in the back.
Good job!
Cool game. Pretty nice concept of gathering info and exploring. I think there's another X that respect all constraints though, and the correct answer kept saying "You can't dig here" when I was on top of it (had to go a little bit below it to be able to dig).
The music is good, didn't stick into my head but didn't annoy me. It was the perfect background music that doesn't get in the way while the player tries to think and check all clues. Sound effects were pretty good. The waves crashing sound is a great touch, would never have thought doing it. The artstyle is pretty much like a game boy (better actually but still keeping the roots).
Really sweet game, good job!
Pretty good game. Simple idea but with a lot of room to explore. The level design is good, it has a good difficulty progression, introduced spikes after some levels, etc.
Graphics and music are also on point. I would love to listen to the gameplay music more, only while fighting level 10 I got a glimpse of the rest of the song.
The only critique I have is that the jump to start triggering jump was not the best. In the first few levels I felt that it was just unnecessary. Then after some levels it was setup to be the correct thing to do, but then level 10 arrived and the jump at the start is actually the wrong thing to do.. It's a pretty small detail, but if you're forcing the player to do some action try to make it always the correct action.
Good job making it, I have loved it!
Very good game. On theme, with authentic GB art and direct gameplay actions.
I've got stuck exploring for the first time (maybe the rocks were just a bit out of the frame so I couldn't see the way forward or back), but I've tried again. Didn't get too many treasures since after some I felt the task would be a bit too repetitive, but I've really enjoyed the game in general.
As for feedback, I get that you wanted the museum to be big, but it's too much. With only 4 items there I had to spend minutes trying to find them. This mixed with a very repetitive music was a bit annoying. The world music though didn't feel repetitive, it sounded pretty good. The hook is a great mechanic and makes a lot of room for level design (risky in some cases since it might be annoying to use the hook and be slightly over the water tiles to be sent back).
I think the annoyances of big map or having to repeat a hook are part of the gameboy feel though, so not really a problem.
Good job!
Thanks for playing.
Animations were a bit slow on purpose, kinda following the Souls style.
By your comment, I don't think you fought the Reaper, right? There's a Reaper statue in the map and you enter the fight by attacking it.
And there are only 3 kinds of enemies. I was the 3D modeller and animator and I learned how to do it during the jam haha so I didn't have time to model more enemies than this.
We tried to give a simple approach to getting items. The controller D-pad was a good way, and we tried to match the HUD positions with the D-pad directions. But we didn't have a good solution to keyboard mapping.
Glad you liked it :D Thanks for the feedback
Nice work. The art style very FTL-ish, wish I like a lot, and the pixel art animations seem well made. The music was too dense for my ears, but the game atmosphere was very good.
The game had potential xD
If you started working since the beginning, you probably spend a lot of time on the pixel art and music. My suggestion would be to implement the game mechanics first and just work on the art after you set up the game idea and mechanics. I got demotivated when I don't see a lot progress, so for me this approach is very good (and during jams the demotivation hits very fast)
Cheers