Play game
Cosmack Trucker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art / Graphics | #23 | 4.000 | 4.000 |
Controls / UI | #23 | 3.571 | 3.571 |
Overall Fun | #39 | 3.286 | 3.286 |
Sound/Music | #49 | 2.857 | 2.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Hello! Welcome to Feedback Quest 6! My name's Hythrain, and I'm one of the hosts and streamers for this event! This feedback is being written live on my stream.
This game is an absolute gem to play. It's a proper gameboy game in every way. I absolutely love it. It was a lot of fun to manage. I love the set up for the bedroom, too. I only wish it was possible to have more than 3 items.
That said, there was one thing that I wasn't a fan of. That was the music itself. So much of it felt sleepy or sad. I found myself wishing it was more upbeat more often. Some tracks were okay, but they were very short and repetitive I felt. I would've like a bit more fun in the music overall, but that's just me. It was still an amazing experience.
Thanks for playing! There are a few more pieces of furniture you can buy at the Breaker Yard location and the cardboard boxes can be changed for those once you buy furniture. Eventually there is going to be a full set of furniture at the other three locations but I wasn't able to get around to those in time for the jam. I really appreciate the feedback on the music. The tracks are definitely a bit rough and I'll see what I can do to make them less repetitive. Trying to make them more relaxing is a definite priority for me going forward too so I'll try to get more of them to be upbeat and less sad or sleepy.
I played in the browser. I like the core gameplay loop, but some UI quirks really slow it down. Oddly enough, the tutorials were short and effective. I'm not used to complimenting tutorials. Having lots of NPCs to chat with is great flavor even if most of them aren't meaningfully interactive, and having a significantly different layout to each location also adds good flavor even if they mostly have the same interactive features.
X to cancel doesnt work until you've made it to the yes/no dialog anyways. Filling cargo slots individually feels tedious. I see how the balancing right/left could be a fun gameplay element, but in most cases I'm just going to be maxing out on one cargo type anyways. I never found out how to see what the store items were, I only saw a price and the choice to buy it or not. Each menu action or dialog box skip also takes maybe a half-second of animation, which wouldn't be so bad if basic gameplay didn't require pushing through so many pages. The market prices could all be on one chart, and the bounties could easily be a single list. The player's current balance might be worth indicating on screen, so the player doesn't need to go to the bank to see it. All that on-station gameplay could be streamlined a lot without removing the charm of the process.
Thanks for playing and for the feedback! I'm glad the tutorial was straight forward and made sense. Definitely NPC dialogue is one of my to-do list items as well so there is more flavor to each location. For the UI, a lot of it is an unfortunate side effect of designing for GameBoy. The market prices dialogue boxes are actually pushing the limit of what I can fit in a single dialogue box so that's why each location is a separate box instead of just showing all of them on screen at once. It might be possible if I knew tile swapping more for GameBoy, but the screen resolution is locked at 160x144 so it would probably still be pretty difficult. I've tried to optimize a lot of the menus to cut down on clicks but it definitely could still use some work. I'll definitely take another pass at it to see where I can cut out unnecessary clicks!
Maybe if you had an abbreviation or icon for each commodity and for each station, you could condense the information better?
That's a good idea! I'd worry that it might be more confusing for some people but it might make it so more can be fit on one screen at a time. I'll have to give it a try.
this really takes me back to the days I used to spend all day playing gameboy pokemon, needless to say I loved the visuals of this.
the music is not bad either, very good atmosphere.
there is quite a lot of content, very impressive
Thanks! I'm glad it gives that sense of nostalgia. I was really aiming for the same feel as Pokemon Red/Blue with the art style because those are probably my strongest memories of playing GameBoy. I'm glad you liked the music too! It's the first game that I've really made music for and I used the built-in music editor that is very limited in the number of instruments you can use. I was worried that the music might be too grating so hopefully it still holds up after playing for awhile.
Hmm, interesting... How was it made? Is it just a mimicry of a game launched on GAMEBOY console, of built-in emulator with ROM attached?
It's made in an engine called GB Studio. It can export in html and as a ROM that works on GameBoy as well. The GameBoy running the game in the screenshots is a standard GameBoy without any modifications. I've also had it run on an original GameBoy Advance. Not sure 100% on what GB Studio does on its end, but the builds can run on classic GameBoy hardware.