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A jam submission

TROMIUSView game page

Action Platformer Created For GBJAM12
Submitted by XenixStudios — 2 hours, 8 minutes before the deadline
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TROMIUS's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#933.4644.000
Soundtrack/SFX#1153.4644.000
Gameboy Soul#1503.6574.222
Graphics#1763.5604.111
Overall#1853.3103.822
Interpretation of the Secondary Theme#3392.4062.778

Ranked from 9 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?
I've matched the technical requirements of the jam in regards to resolution, 4 colors, and control scheme. In terms of theme, I've imitated a gameboy era game stylistically, and themed my game around the ideas of space and monster horror.

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Comments

Submitted

Amazing for the intro alone, but the game is fantastic too. Great music, incredible aesthetics, challenging gameplay. I did get stuck on a space in the boss room, but otherwise, fantastic. 

Submitted

Needs a bit more player feedback, otherwise great game!

Submitted

Wow that intro was really cool! The artwork is very good and the gameplay mix of metroid with zelda II combat makes it fun to play. It also feels like a complete game, which for a jam time period is impressive on itself. Congrats!

Developer(+1)

Thank you! I'm glad the metroid and zelda 2 aspects came through haha, that was exactly what I was going for. 

Submitted

Super cool game, but I encountered a few bugs. Please note that I played the web version.

  1. When getting hit by the downwards lunge attack by the first or third boss you can get pushed slightly into the ground, at which point you'll also become invincible (and invisible).
    It makes it extremely easy to cheese the third boss since you can attack it but it can't attack you.
  2. I flat out clipped through the ground a few times, but it was possible to get back to the map by jumping.
  3. During the escape sequence the game would gradually slow down until it became almost unplayable.
    When I timed it the 200 in-game seconds translated into over eight minutes in real time.
Developer

Hey, thank you for reviewing! Sorry about the bugs, I mainly developed the windows exe version and added the html version a bit last second. 

For the clipping,  I think it happens when you go from walking to running and get hit on the same frame, so the state machine behaves strangely. As for the slowdown, I think that's exclusive to the web version, maybe certain new instances of objects aren't getting removed correctly.  Anyway, thank you for the feedback!