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A jam submission

ROOKIE - 1-BIT Jam editionView game page

Submitted by Viitox666 — 4 minutes, 29 seconds before the deadline
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ROOKIE - 1-BIT Jam edition's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#444.0004.000
Gameplay#1203.1433.143
Is the graphics 1 bit?#1534.7144.714
Overall#1773.3103.310
Art#2002.8572.857
Theme#2053.0003.000
Music#2372.1432.143

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I really like the idea of the turn-based puzzle. It’s quite interesting to predict your next move while remembering the enemy’s full path. However, I found it a bit confusing that you need to check the enemy’s path with the mouse. It might be better to add something like a dotted line on the floor to help predict their movement.

Also, I never ended up using the 'Attack' button—not sure if that’s intended or if I missed something :D

It would also be more comfortable to have the option to use different keyboard buttons for smoother gameplay instead of clicking on "Move" and "Defend" buttons.

A funny thing: I finished a level without killing all the enemies and just chilled at the end XD It would be great to add an indication of how many enemies need to be defeated before progressing or just show that this is your goal.

Lastly, I really enjoyed the boss fight concept and how the mechanics changed. I couldn’t beat the second phase when the music changed, probably because my reaction time is a bit too slow for it TT

Developer (2 edits) (+1)

Hey! Thanks for the feedback!

About the "Attack" action not being used, I added it because if the player wants to capture the piece overlapping them, and doesn't want to move or let the piece move, the attack will be the only option, but it's just a very situational action to allow for more freedom of choice.

As to not break the 1BIT-jam rules I created a new project to update the game

Some updates that might interest you:

* Added an automatic path prediction line for the pieces. (probably janky tough so be careful)

* Added inputs that correlates to actions (you can find them in the description)

* Updated the boss fight so that the boss actions are more clear, but he's still relatively difficult to beat since it's still the last level in the game and the only boss

Hope to hear your opinions if you play the update! (And good luck on the boss if you do)

Submitted(+1)

Definitely there're some original ideas there. I felt a little confused as for the movements of some enemy pieces. Nice concept!

cheers

Developer(+1)

Thx! I couldn't squeeze improvements for the tutorials in time, the only thing I managed to add that improves the overall movement prediction for the enemy pieces is that you can hover (or click in mobile) to show the highlighted path that the piece will make.
If you have any ideas to improve this or any other aspects of the game I would be glad to hear them!

Submitted(+1)

I like the overall idea, think it has the potential to become something even greater. Some moves like pass and defend felt like could be used for the same reasons and get the same results.

Developer

Thanks! I see what you are talking about when you say that it has potential, I fell in love with the game during it's development even though I didn't have much time in those 16 days to work in it, and I'm thinking if I should continue the project a little longer or not.

About the "defend" and "pass" being the same in some sort, that's something I thought about too XD But it just felt more natural to have the option to pass since the "defend" action is only used when you feel like you are going to be attacked, and forcing it as the only option left to pass the round makes the player (in my opinion) feel like they are in the wrong even if they know the exact next movements of the opponents.

btw: If you have any ideas for further development, I would love to hear them!

Submitted(+1)

Nice original game, unfortunately the first (?) boss is very confusing and I couldn't pass him.

Developer

Thanks for the feedback! Unfortunately it's the last/only boss, so I tought I would make him a little bit difficult but since I was the one testing him through his early stages I think I got too accustomed with his moves.

Im thinking of nerfing him soon, so I have to ask, what was the most difficult part of the fight against him?

Submitted

The fight lacks deeply in feedback. And so I guessed I should have to guard while the boss was rushing me but I wasn't even sure? This and the fact that you have only one life so understanding how things work take too long.

Developer(+1)

Hi! I made a small update in the project, and the boss was reworked too!

But as to not break the 1BIT-jam rules I created a new project to update the game. thanks for your input!