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The Goblet of The Bogey (Prototype)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mental Engagement | #54 | 1.933 | 1.933 |
Atmosphere | #79 | 1.933 | 1.933 |
Overall | #79 | 1.573 | 1.573 |
Lasting Impression | #81 | 1.533 | 1.533 |
Emotional Engagement | #87 | 1.200 | 1.200 |
Characterization | #88 | 1.267 | 1.267 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Hey guys, thanks for feedback! There was a limited time for this project, even less than the game jams time. My goal were to fit this work on Nintendo 64- controllers (usb) i ordered. I did something i have did not before, using controllers in the game. I also tried to find some graphic editors for the game, but had any. I'm quite not the coder person, so i should focus on one or two things. I also used Construct 3 for building this; it is not stable game engine as like any game engines for everything. I had a great story for this, i might use it later for other title. Also had some fun on doing this. I still prefer make game jam games with teams, there are usually much more to do for a great playable game (not just a rough prototype like this become)
not bad for what you managed to get done. the game functions on a basic level, and i can see the hints of what it wants to be. on that level, you did a good job of getting it up and running and published. i liked the 2d limited field of view mechanic. it added something very interesting that isn't often seen in this sort of 2d action game, so there's potential for adding a lot of suspense due to not knowing what's around the corner.
the weakness, here, and it is -the- weakness, is in the controls. having everything be keybound the way you have it is a bit much. mouseaim at the minimum would improve playability a ton, but as it is it's very QWOP-ish to play.
back in the days before mice were common, the usual setup for something like this would be to have the arrow keys or numpad as your directional control and ctrl, alt and shift as action buttons. it gets very cramped having so many action controls clustered in a tight space assigned to one hand otherwise.
great effort, and good for getting something working and submitted!
This is a surprisingly ambitious big-scope game for a short jam! It has a lot of different commands and functionality that you're working on, as well as quite a big map. Obviously it's not terribly functional now, but I hope you'll keep working on it after the jam.
I like this type of game. I can imagine that getting the basic mechanics working took much of the development time for the jam. Obviously it needs a lot of work. The map is a bit of a labyrinth. I ended up getting stuck in a room not being able to go back down some stairs.
Very simple game, very fun, I spent a good time playing.
The game was a bit hard for me, and I couldn't really find anything interesting. This game concept can go pretty far though!