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Torch Hero's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Soundtrack/SFX | #59 | 3.833 | 3.833 |
Gameboy Soul | #78 | 4.000 | 4.000 |
Graphics | #86 | 4.083 | 4.083 |
Overall | #110 | 3.617 | 3.617 |
Interpretation of the Secondary Theme | #147 | 3.833 | 3.833 |
Gameplay | #285 | 2.333 | 2.333 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme?
Its a pixel art dungeon-crawler in a SPOOKY dungeon, filled with SPOOKY enemies, with SPOOKY music, its all SPOOKY :)
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Comments
beautiful graphics and audio -- just rly rly well done! i'm echoing the comments already here but gameplay was quite hard due to the delay after attacks and the overall movement. i wonder if monsters could be pushed backward upon hitting? i think that could help mitigate the effect of delays? but i also wonder how much of it was due to performance in web browser bc i watched the video of it working on the gameboy and it is way smoother there. i hope these kinks are easy to iron out (i'm not a programmer so sorry if that's not the case T_T) and i hope to see what comes out post-jam :D
Great graphics and sound. But I could hardly play it. it somehow was super laggy. But well done anyways.
I though the presentation package with the audio and visuals was really polished and cool. Doubly so that you have it working on the original hardware!
However, I did run into some of the same struggles in combat as some of the comments below. My biggest frustration in that regard was the inability to turn around without moving a square and the long delay after an attack in which I could not begin to move again.
I like the atmosphere and the idea of navigating a dungeon (and a surprisingly big one at that) lightning torches. I also quite like the decision of recovering the player health when lightning a torch. Makes you be extra tense if you are down to one heart and are looking for the relief of lightning the next torch. Controls feel clunky to me, it seems like my inputs for movement were not always being registered and I didn't quite get accostumed to the rhytm of attacking.
I'm also not sure about making it so you cannot change direction without movin a square. I see that it makes for some great navigational puzzles avoiding monsters and positioning yourself to attack, but in some rooms, but it feels, I suppose unnatural would be the word, to me, and in some rooms I found it frustrating because I would be thinking "if I could just turn aroudn this would be a lot easier". Still, great submission with a mix of fantasy and spooky, and a strong Game Boy feel.
Neat game! I was really struggling with the combat though; it was hard hitting them while not getting hit myself.
Great game! The grid movement is usually used with turn based gameplay. It's different and like that. But attacks and movement don't always go through. Apart from that I really like this entry! Well done!
Awesome entry with tons of personality. I couldn't quite figure out the rhythm of movement and attacking very smoothly, but this game had the vibes and each room was a well designed little puzzle. Loved having to use the map to navigate around, and that it was one huge map. I can tell a lot of love went into the music and sound effects too - great job!
(Double Submission: Pooky Pet and Frankenstein Reborn)
I love how the adventurer looked spooked! Their scaredy dance made me smile. That's what I would look like in a dungeon filled with snakes and other enemies. The music was also cool.
The character didn't move every time I pressed a button, but it was still manageable since the enemies were on a loop. I did give up after I got to the part with the flames. I didn't see how I was supposed to get past them.