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A jam submission

Blonk's Amazing AdventureView game page

A short zelda-like with a sprinkling of dialogue puzzles and dodge rolling.
Submitted by Gary the Enchanter (@EnchanterGary) — 3 days, 22 hours before the deadline
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Blonk's Amazing Adventure's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#184.0004.000
Sound/Music#193.8573.857
Controls / UI#233.2863.286
Art / Graphics#233.7143.714

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

Game Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Genre #2

None

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Comments

(+1)

This was a cute and fun game. It was kind of a slow burn but the dialogue made for some goofy fun and the boss battle was nuts. We really liked the "cheating" menu and the sound effects. "BLAT!" Also, that upbeat music will now be stuck in our heads forever.  For things to improve, we'd just say know when to wrap up the talking parts or build in some play to go with the dialogue. Other than that, this was really good for your first "finished" game and we're looking forward to the one you make "for" your daughter!  Keep it up Gary The Enchanter!!!

(+1)

You've got a nice adventure game here with an interesting story and characters.

As a developer myself, I know it can be hard to judge if something is too easy since we have so much experience playing our own games. And I've to tell you this game was extremely difficult. I'd suggest having less mobs in the beginning and get the player slowly acclimated to the combat. 

BTW the combat was cool. I didn't get far enough to see if the character gets more things to use in combat.

I'd also suggest adding customizable key binds.

The dialogue was a bit excessive for me, some voice acting would be a nice addition.

Submitted(+1)

Short but pretty sweet game, slime hero fighting against the misguided sheep! Custom voice acting! Meta humor!

Still as others pointed out, the combat feels somewhat sluggish, with enemies seemingly having as much reach as you do if not more while the sword's attack is slow enough that you need to carefull time the attacks.

In the other hand, very appreciated that you just allow players to "cheat" their health up in the menu! Great work!

(+1)

What I loved about this game: 

NGL - this game was awesome. As simple as it was, I freaking LOVED the dialogue. It was hilarious. Sarcasm, game culture references... just awesome. Not boring or slow, perfect pace.


What I didn't like about this game: 

  • I had no idea how to play it really. A skippable level zero that gives a short tutorial would be helpful. 
  • The music was a little redundant but I can see that being solvable. 
  • The graphics weren't bad! So I can't complain there. 

I would and will play this game again. I hope y'all put out a kickstarter. I'd like to see funds raised to hire an artist and music.

Bravo!

You can find and follow my twitch here: 

https://www.twitch.tv/amorlea


(+1)

Hello! Welcome to Feedback Quest 5! It's nice to meet you! My name's Hythrain. I'm part of the FQ team and a hobbystreamer. I'm writing this review live after having played your game.

This was a blast to play through. The sound effects really got to me. XD

In terms of gameplay, I think the only issue I had lied in the sword attacks. Ultimately, how you approach this is up to you, but there are some suggestions below that could work. I also think a longer weapon would allow you to keep the current method of attack since it'd make the player's reach better. Beyond that, it's a challenging experience.

As a few notes, I noticed that if the player is on keyboard and they're moving down and left, they can't use the dodge. At least that was the case with myself. Might be something to check into? Also, I do feel the bomb shouldn't get caught up by the sheep in the boss fight. Makes a challenging fight (since you already have to rely on using bombs due to the game's attack mechanics) even more difficult when it's not necessary.

Submitted(+1)

The sound effects had me chuckling. I really enjoyed silly take with the writing and sound.


The controls feel a bit sluggish. Specifically, the sword is slow enough that I quickly started just dodging through enemies instead of killing them with the sword because I couldn't find ways to attack them without taking damage myself. I have a few suggestions to help combat this:

1. Allow the sword to swing while moving. Otherwise, enemies just swarm you while you swing

2. Decrease the time between sword swings - see Zelda: The Minish Cap for reference. Basic enemies in a game like this should feel like coins in Mario. Satisfying, not tedious

3. Increase knockback or reach or both for the sword. I find even if I hit an enemy I often end up taking damage from it. The sword speed increase will help, but hitting with a sword also needs to push them out of range of hurting me, or the range needs to be bigger

With all of these things combined, I'm guessing you mostly playtested this with access to the bomb ability, because once I acquired it I never even considered using the sword. The bombs are so much better. That said, the bombs could also use some work. In games, players always hate waiting, and the bomb mechanic is a double whammy. It takes time for the bomb to explode after being thrown, and then it takes an excruciating amount of time to reload after being thrown. I would consider making the bomb explode much faster and reducing the cooldown timer. Honestly, it feels like you're more interested in the bomb mechanic than the sword. You might be further ahead to drop the sword altogether and focus on making the bomb more fun

When fighting the wolf in sheep's clothing, I bombed him down to one hit left and very clearly connected with a final bomb but he didn't die (I did this twice and then died shortly afterwards both times). I can't prove it, but did you make the final hit invincible to bombs? Cuz if so that feels terrible to fight against, especially given the state of the sword as mentioned previously. If not I'm super curious what went wrong when I fought it

Oh, and one bug I found: enemies can kill you while you talk to npcs. I died talking to the sheep in the first area. Would definitely freeze all enemies while talking


All that said, I did find myself having fun while playing this game. It's a bit rough around the edges, but the writing is funny, the sound effects are silly, and the boss fight was engaging. Good work!

Submitted(+1)

I played this game on stream: https://www.twitch.tv/videos/1922312362?t=01h25m57s

I'll caveat this review by saying I don't usually playing Zelda-like games, and didn't play the original Zelda games either.

Overall, I had fun but the controls felt a bit sluggish. By that I mean the frame rate felt fine, but the sword swinging was a bit slow, and the dodge felt slow too. It's possible that these will get smoother with upgrades, but in the beginning it was frustrating to swing the sword, miss an enemy, then get hit by the enemy. I would have been quite happy spamming my gamepad button to swing a quick sword many many times.

The portals to go to different zones was good. I couldn't survive killing all the enemies in the forest, and eventually just dodged my way to the castle to unlock that zone. I'm not sure if that's a strategy you want players to do :) I did bump into the sheep that gave me the password though, luckily!

After I stopped playing, I realized that I did get the big key in the castle that would presumably open the double doors. I think if I'd realized that earlier I would have continued playing instead of feeling frustrated at dying a lot. Maybe some sort of pop-up would be good?

I did like the conversations with the jinn and the king. Some of it was fourth-wall breaking / referencing the player, which was a fun touch!