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A jam submission

graagView game page

Cozy retro 3D collection adventure
Submitted by smartest blob — 1 day, 2 hours before the deadline
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graag's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#23.5883.714
Overall#33.5883.714
Graphics#33.7263.857
90s#53.5883.714
Fun#82.7602.857

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

Did you, or anyone on your team, use AI to generate any aspect of this game?
no

Did you work on this solo or as a team? What was your team size?
solo, 1 person

(OPTIONAL) What tools did you (and your team) use to build your submission?
code::blocks, paint shop pro 6 (for sprites)

Did you start on your submission early ?
no

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Comments

Jam Judge

I found all 27 samples, and the coziness of this game was a nice break from playing horror games (which there seem to be three of in this jam).

Nineties: The game looks like it could probably run on a 32-bit console.

Fun: Pretty. I’m not sure if I’d have liked playing this game for several hours if there were a lot more samples, but 50ish samples would probably be fine. I guess more items could also help make it worth collecting more. And yeah, the things you mention having planned might help too.

Sound: The music seems a bit mysterious but relaxing, and goes well with the game, which is about exploring and doesn’t seem to be about danger. And the sound effects also made it easy to know whether the samples did or didn’t get collected (though sometimes it would collect ground samples when I tried to collect a sprite that was on the ground, I guess I have to be fairly close to the sprite but perhaps it would have felt better if it looked at the distance to the tile under the sprite instead of the distance to the sprite, or whichever of those two were lowest).

Graphics: pretty good, and you don’t really notice the things that might not be as intended (well, I did notice a dotted line between two tiles, which I think was some weird rounding error or something, but it wasn’t very noticeable, and I’ve seen more obvious rendering errors in old 3D games).

UI: There’s plenty of options. Even keybindings, which I used to remap movement to the arrow keys. I also like that I can choose whether I do or don’t want to run the game in fullscreen.

But I initially misunderstood the codex UI, so where it said X/27 I thought it meant I had to collect 27 samples of each type. So that confused me for a little while. Perhaps having the word “sample” before the X/27 would hint that I don’t need to find several samples of each type (other than to be able to get the items).

Marketing: You have a nice collection of screenshots and I like the logo too. And the logline (“Cozy retro 3D collection adventure”) seems descriptive enough, although the word “adventure” made me expect some story.

As for the game page, the green text feels a bit dark on the black background, but other than that it seems like it tells me what I want to know. It doesn’t tell me the controls but the game itself can show them and even remap them, so I don’t really need to look for those on the page.

Submitted

I finished the codex! 

Very 90s! Like if minecraft had a baby with a PS1 memory card.

The music reminded me of PS1 era jRPG overworld themes.

Got a bit lost underwater after exploring for one I sampled last but was able to find my way back to land. I half expected there to be more land if I kept walking under the water, but decided to head back before I was completely lost.

Good ideas for planned features on the project page, will be watching for progress :)

I ended up getting it working and got all 27 samples. it took 364 second! :) I had a great time! It would have been great to find even more. Maybe you could add climbable trees.

It took about 5 seconds for me to get the money, you can just spam the mud. otherwise, absolutely solid!

I enjoyed the music and sounds.

90s graphics? perfect!

Submitted(+1)

really lovely game well done, the music is really nice sets the mood well, and the graphics are awesome to, you could maybe add a map or more tools :)

(+1)

It does not go passed the command prompt for me :(

Developer

Hmm. Could you post the text that the game outputs? I had one user get a "Your card doesn't support OpenGL version" or something, but I couldn't figure it out (yet, at least).

Jam Judge

I think that error doesn’t necessarily mean the card doesn’t support the OpenGL version. I think players might be able to update their drivers and get it working (yeah, Windows doesn’t install up-to-date OpenGL-compatible graphics drivers by default; I don’t even remember how to update them). Other than that, I think games can override the default OpenGL implementation with a userspace one such as Mesa or ANGLE (the former is more general-purpose, the latter might be more efficient but is specifically for OpenGL ES). But I haven’t tried that myself.

In fact, I’ve run the Windows build on Linux (using Wine) which seems to work fine. Although I might want to play it again just to remind myself of some things before I finish typing feedback for this game.

Submitted(+1)
The game is cool and works great even though the engine was written in 2 weeks


If i walk backwards and look at the floor, you can fly up in combination with a jump this allows you to fly up quite high, or press forward and fall faster, as I understand it, if you look up and press in the opposite direction, the same will happen

Looking down, I didn’t see the objects that were behind me, that is, there’s a mushroom, I step over it, I look down and it’s looking in the direction opposite to the camera, but the back is not drawn and I don’t see it, not that it’s a big problem, but in theory they must look towards the camera ,and when find the right angle you can move through the water at high speed

Bilberry and lingonberry were quite difficult to find, I didn’t immediately understand that it was a small bush, it’s also not clear why you need inventory other than a pickaxe, I hope in the future it will be possible to create items or sell items to NPCs

Developer

Thanks! Yeah the jump is jank, but I kinda liked the effect when you can jump super high.

For now, the inventory is only really used for the gloves and the pickaxe, but there will be more things to scavenge etc. once i finish designing and implementing more game mechanics. And yea, only the "front" of the sprites is drawn, but it would be simple to draw both sides I think.

I want to add NPCs at some point too but I have to make sure it fits with the rest of the game mechanics.