Fantastic. I watched your devlog shorts and it's so cool seeing the final product. I loved the artwork. The final boss appearing how it did was really scary & perfect. Cant praise you enough for coming up with 3 characters and providing some replay-ability to your game!
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Masquerade Carnival Ball's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #14 | 4.256 | 4.256 |
Interpretation of the Secondary Theme | #19 | 4.531 | 4.531 |
Gameplay | #28 | 3.938 | 3.938 |
Gameboy Soul | #32 | 4.375 | 4.375 |
Soundtrack/SFX | #33 | 4.094 | 4.094 |
Graphics | #49 | 4.344 | 4.344 |
Ranked from 32 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?
The most obvious way we incorporated the 'spooky' theme of this year's jam is the environment and characters. You can pick between 3 classic spooky characters, a witch, vampire, and werewolf. Each character has their own special ability that will allow them to explore areas of the world the others cannot access.
There are 3 levels plus a boss. Each level has it's own spooky setting and enemies. Some of the enemies are classic horror characters, but the spookiest part about them is their behavior. If we tell you about behavior here, we'd spoil parts of the game. Let's just say there may be a jump scare or two.
Probably the least obvious way we incorporated the 'spooky' theme was by laying a few Easter eggs from some of our favorite horror films. If you spot them, let us know.
The spookiest thing we did this jam was push the 4 color palette restriction by giving each character their own palette. We are rule followers and it gives us the heebie-jeebies to bend the rules. Polyducks did say the rule was only 4 colors on the screen at one time, we're pretty sure we didn't break them.
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