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Poor Little Guy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #126 | 3.000 | 3.000 |
Overall | #224 | 2.667 | 2.667 |
Innovation | #238 | 2.400 | 2.400 |
Graphics | #344 | 2.000 | 2.000 |
Theme interpretation | #359 | 2.000 | 2.000 |
Audio | #360 | 1.533 | 1.533 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/bodin/game-off-2020
Theme interpretation
We used moonshot in the sense of an almost impossible challenge to complete. The smallest dungeon monster defeating the hero of a dungeon crawler.
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Comments
Cool game!
Very addictive and scary!
The idea of the game is interesting, the gameplay worked fine. Maybe if the pillars were shown up on the map I could plan a strategy and die less ha ha
Nice little gem! I think the gameplay is perfect as it is, the feeling of being in disadvantage and continuously running from the hero (even the little speed gain when the hero appears) Not knowing where the pillars are adds to the uncertainty and the almost impossible challenge. Sadly there are certain map seeds building straight corridors which remove the "almost" from the equation. Polishing the graphics and sound will make it a round entry. Kudos!
I like the concept, not sure if it is fully fitting to the theme hehe. Also I couldnt beat it! Like that the maps were random! Gameplay impressions below:
1:09:42 Poor Little Guy
Interesting game idea and random level generation. I think it would be nice to have the pillars show up on the map so you can try to plan out a strategy.
Thanks - we went back and forth on that and if it made it too easy. If we were to take this further we would probably start with them being visible and then introduce hidden pillars and other things to increase complexity.
The difficulty seems okay considering there is just one level but if you plan on introducing multiple levels with difficulty scaling then this seems one option to make the levels easier, or even harder(with decoy pillars or something).
Overall it's an interesting game design and idea, good job.
I really like the idea of reversing roles and playing against the hero. It would be cool to add some more mechanics to hold back the hero like temporary door blocking or setting traps.
Agreed - we were thinking about having the 'little guy' trying to 'hide' the loot from the hero as a way to distract him. Carrying the loot = slower movement, dropping the loot and the hero goes searching for it.
I love these graphics.
This is a good game. At first I thought once the “Hero” caught up to you, you were doomed… then I noticed you could still run away. That both opens up the possibilities and ratchets up the tension!
Thanks for the feedback! I agree there are some definite possibilities on where we could go from here. We were working through the concept of the hero searching out a weapon / power up which would make it easier for him to find the 'guy' - but like all dev projects on a time line, we ran out of time :)