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A jam submission

Escape from VeglandView game page

Make your way through Vegland in a gameboy styled platformer
Submitted by IcyLava (@icylava_) — 8 hours, 35 minutes before the deadline
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Escape from Vegland's itch.io page

Results

CriteriaRankScore*Raw Score
Gameboy Soul#144.0914.091
Gameplay#153.6673.667
Overall#193.6613.661
Soundtrack/SFX#203.6363.636
Interpretation of the secondary theme#413.5153.515
Graphics#573.3943.394

Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 23 to 21 of 23 · Next page · Last page
Submitted(+1)

This was so fun and addicting! As someone who doesn't usually play platformers I found this game very approachable – you created a really good learning curve!!

Developer

Thank you, glad you enjoyed it! I tried to make sure not to make it too hard, and also to make it forgiving even if you die.

Submitted(+1)

The aesthetic goes hard, good stuff. I especially appreciate the intro, it felt really authentic to the era. Props for making a whole bunch of levels too. My one personal preference is that I wish there was more air control, to more closely match the responsiveness on the ground, as jumping felt a little cumbersome and once I fell out of flow it was hard to recover. Also, I might be misdiagosing the issue so bear with me, but it feels like the viewport wasn't actually 160x144, so the camera could move on "sub-pixel" values and it felt like the objects on the screen were sometimes weirdly snapping or shaking as a result which was a little unpleasant and prevented me from really feeling like I'm playing a GB game? Of course it only bothered me because of how great everything else in this submission is.

Developer

Thanks a lot! I'm pretty sure it sticks to 160x144, but I do think the camera can move on subpixels, hence why certain objects can appear shaking, because on one frame they're in one position, then on another they're off by 1 pixel (which appears as a huge jitter on a scaled up 160x144 display). I'm not entirely sure what I can do about that, maybe ensuring the camera doesn't move on subpixels, but all the objects in the game also move on subpixels so I don't know if that would help.

But yeah, thanks for the detailed comment!

Submitted(+1)

Cute art style and plays pretty well too

Viewing comments 23 to 21 of 23 · Next page · Last page