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Mummy bandages's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #132 | 3.220 | 3.364 |
Soundtrack/SFX | #226 | 2.785 | 2.909 |
Gameboy Soul | #229 | 3.220 | 3.364 |
Overall | #237 | 3.012 | 3.145 |
Interpretation of the Secondary Theme | #257 | 3.133 | 3.273 |
Graphics | #295 | 2.698 | 2.818 |
Ranked from 11 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?
It's a spooky GB-style game about a mummy exploring a pyramid and facing off against horrifying aliens.
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Comments
most of the game was great, and i liked the concept and mechanics, however i can't sugarcoat my critic when i say, that last boss is practically IMPOSSIBLE!, barely any breathing room, your shots with the shift key take forever to reload while accidentally activating sticky keys, and i nearly rage quitted, but i managed to get through somehow from sheer luck. that negative aside, that shouldn't change my perspective on the game as a whole. it is simple and fun for the most part, though the sprites like the caterpillars and the giant hands scared the heck out of me.
Thank you very much and congratulations on completing the game, it made my day.
As for the last boss, he is indeed challenging, but he only has 3 lives to compensate (less than some common enemies in the game) and his attack is interrupted by being shot. So he is aggressive and requires a defensive approach to balance things out. Each type of block structure, lateral and vertical, allows you to avoid one of the attacks. If someone understands the puzzle of this fight, it will still be difficult, as it still requires quick reflexes to attack and evade.
Thanks for sharing your experience, I will take it into consideration when balancing the difficulty of my future games.
I am also glad that the enemies fit the theme of this GameJam, they really are nightmare fuel.
Nice game, i like the gameplay idea and the musics. well done!
Thank you.
Controls are a bit confusing in my opinion: I'd prefer use the arrows to "add angle" instead of pointing in a specific direction (using only left/right then).
The mechanic is simple and efficient, but I expected more variations (like objects to pull at you, bouncing, ...).
It's cool you had time to design 25 levels. The first boss didn't want to receive the raycast though, so I left the game at the >:) level.
Thanks for the comment. I also tested this way of controlling and found it to be a bit more error-prone when you're desperate. Each has its advantages and disadvantages, I should add this simpler option if I release it for Android in the future.
Adding physics is a good suggestion, but since it's bound to change a lot, I'll think about it if I make a new grappling hook game.
Did you try grappling the boss? The goal is just to shoot its weak point (the part without spikes). Since I didn't allow the player to cancel the grappling hook, I didn't make the boss grabbable, since that will kill the player most of the time.
The music felt like it was being hummed through a mummy's bandages. You did a great job, especially for it being your first jam.
Thank you.
I managed to get to level 11 before the music started to make me feel a little crazy haha
It certainly adds urgency to the gameplay, causing you to make more mistakes, so it works well.
I actually quite enjoyed the gameplay, if it wasn't for the impending amount of submissions to go through I'd have certainly played longer :)
I quite liked the simple artwork, it could use a little polish, particularly the bandages and arrow, but overall a pretty good entry for the time available for the Jam.
Thanks for the comment. There are 25 levels, you're halfway through. Yes, I made the music with that goal in mind.
I agree about the art. For the bandage I used the line tool in the Engine that I use, so I couldn't change it much, on the other hand, my arrow is just a rotating sprite, instead of drawing in several directions like I did with the player. I can definitely improve that.