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Keep Them Alive's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #60 | 3.538 | 3.538 |
Overall | #117 | 3.135 | 3.135 |
Gameboy-ness | #135 | 3.385 | 3.385 |
Graphics | #138 | 3.154 | 3.154 |
Audio | #145 | 2.462 | 2.462 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I’m getting an error (“Indirect call to null”) when trying to load it, I notice it’s a recurring issue I’m having with many Godot games.
Got a Windows build?
Thanks for your interest! I added a .exe to download on the games page. :)
I didn't know I could add it during the rating phase. Haven't heard about such an issue with godot / html games. Which browser are you using?
I’m using Firefox, but I thiink the issue is more to do with my overzealous content blocking settings than the browser, haha.
So, pretty interesting concept, I think it could do with some additions to give you extra things to do during a wave (some examples: having some specific enemy types that prioritise going for you; assigning an input to calling for help, temporarily changing the AI of your closest partner to target whatever’s targeting you; in addition to healing, you can also apply buffs to teammates/debuffs to enemies).
Some nice sfx, but would’ve been nice to have some music, but I can understand that being tricky given the time limits. I liked the spritework, although, have to be careful with the way you handle the resolution, there was a lot of subpixel rendering/movement.
Overall, a nice concept
Thanks for the detailed review, I appreciate that!
Yes, I had most of the things in mind as well. I wanted to track enemies that are close to the player and give the characters an option to target those. Also I thought about buffs, depending on the staff you are using. But I didn't work on it in the time. There's surely a huge amount of stuff that could be added within such a RPG system - I actually consider to make this into a larger game at some point. :)
For music I also didn't have the time. I wanted more SFX, footsteps for example could have given it a better feel to walk.
And yes, unfortunately it doesn't look very Gameboy-ish, I expect to get a bad result in this category. I just wasn't too sure how to do it, I guess having everything as sprite animations would have made it alot better. I keep that in mind for GBjam9 :)
Thank you!
Such an interesting spin and impressive how much you've put into the game :) Congrats!
Love the concept! Would have loved to have more control over where I shoot, as I could only shoot left and right which made positioning a bit awkward. I do love the concept and when the amount of enemies increased it got really fun. Great job!
I agree, also I should have made a special hitbox for the heals, so that they hit the characters more easily, it's also awkward to hit them from the side sometimes. Also, I wanted to give the player (and the other characters) more and special abilities to use as well, so that you had something for every situation. In the end, I couldn't do it in time. Thanks for your feedback!
Nice concept and had fun playing it.
Really fun concept and pretty in-depth with all the choices you have! nice job.
Wish there was some music or other audio in the game.
I agree, I didn't have enough time to make or find fitting music. I had some, but wasn't sure about the license or rather we could use music that we didn't make for the jam.
I do have some sound effects in the game though, were they maybe too silent? I would have liked to add more nonetheless. Especially a footstep sound could have worked nicely here I think.
Thanks alot for your feedback! :)
I like the concept of the game. You don't play the combattant, but the support, and it's very interresting. Great job!
I like that the player takes the role of a healer, rather than a direct combatant. Would love to see the idea developed beyond the boundaries imposed by the jam!
I wasn't sure if people would agree with this concept or complain that they can't attack themselves. So it's great to know that you like it! And I can totally see myself picking the idea up for a more polished full game again. But for now I want to participate in many more game jams. Thank you!
This game was a lot of fun! It was very elaborate for such a short gamejam. The player controls a wizards and helps their party battle throw waves of enemies. It was a bit overwhelming at first, but once I figured out the equipment and weapons, I had a lot of fun. My warrior kept dying after a few waves, but overall I enjoyed it.
One small piece of criticism: the graphics are gameboy-inspired, but a lot of the objects move off of the pixel-grid. Your staff, for example, moves at diagonals that wouldn't be possible on a real gameboy. I think the visuals would look better if things stayed on the pixel-grid.
Still, this is a lot of fun. It's a complex game with lots of RPG features and I think there's room to expand. I like the idea of a RPG-Tower Defense game.
I totally have to agree! I didn't quite know what the gameboy could do and what not. While rotating sprites felt wrong, I thought the positional animation looked okay-ish. But I tried to avoid both in the game, ironically except for the main characters where at one point I just accepted that I wouldn't change it anymore. If I was to do the game again for this Jam, I'd certainly made the characters a regular animated sprite. That may have looked and also worked better in many regards.
Thank you so much for your nice feedback! I really appreciate it alot, besides my day job I barely did anything else but making the game this past week. So it's nice to hear you had fun with it!