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Oggo Boggo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #13 | 3.833 | 3.833 |
Audio | #18 | 3.333 | 3.333 |
Technical | #27 | 3.000 | 3.000 |
Graphics | #30 | 3.167 | 3.167 |
Polish | #30 | 3.000 | 3.000 |
Overall | #32 | 3.000 | 3.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- I like the concept! It could become a great game with more polish. I like that the game tries to be player friendly with the how to play scene, but its laggy controls and difficulty makes it a bit hard to bite.
- I love the concept! Realtime grid-based combat is a pretty fun and less-explored idea. More choreographing of enemy movements/attacks could help reduce frustration, right now the game takes a while to warm up to because enemies will blink out of the way and attack you with very little time to react. I liked the graphics (especially the player and creature sprites!) and music, though some sfx would've been nice.
- It took a little to while to fully understand the mechanics here but they eventually clicked and I got through it. It has a solid visual style that meld well with its music tracks. The abilities have a fair amount of variety and strategy. I was initially confused as to why my hand wasn't refreshing when I pressed the L button, the hand refresh bar went down when I pressed it but there were no new cards, I think it's worth having a visual indicator to feedback to the player that the deck is empty.
- Very nice game! It probably needs an in-game tutorial to be understood, though.
- Interesting submission! It's a bit on the challenging side, and I can see how this could be even more fun with some more development work and a larger deck of cards!
Jam ROM submission
Ok - understood! I attached the GBA ROM file as "MYGAMENAME_jam.gba".
Type of submission
Game
Tags
Action
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Comments
L didn't seem to be re-drawing a new hand when i ran out of cards (though it did reset the top center red meter), but it's possible i was doing something wrong or missed something. still managed to get a few levels in with the spear throw as a fallback, though. the battle system itself is cool, and gets pretty hectic when you've got several types of enemy to deal with!
Thanks for playing! Yes, the deck being limited is completely intentional but I definitely could've communicated that better. I intended to put in something visual to indicate to the player that more cards could be drawn but ran out of time unfortunately. That second level really seems to be a doozy for everyone so I've a lot to learn when it comes to balancing. I hope you'll give it another shot and try to beat it!
I'm confused. Most of the cards seem to require being next to an enemy, but going next to an enemy seems to result in taking damage. Further, the second battle contains an enemy that just instantly teleports next to the player character.
Hiya, thank you very much for playing our game and commenting! Yes, I'm afraid we have fallen for the classic first jam blunder and made the game a tad challenging. As for your points:
The design was intended to encourage you to stay in your area but use the close range attacks when enemies come to you or then build up a boost and risk the small damage to hit them in their area (you can also block 1 tick with your shield).
Very late playtesting showed the Gator enemy to be quite challenging (it's actually been nerfed already), I'm sorry! But it's quite predictable and will always teleport to you at fixed intervals which allows you to counter attack with your close ranged attacks.
If you haven't had a look at the tutorial (you can change pages by pressing L/R or Left/Right, you'll see you have an ability that is long range and is infinite - but it has a cooldown.
Thanks again for playing, I hope you give it another shot!