Play little game
Necrow Co.'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.598 | 4.598 |
Overall | #1 | 4.609 | 4.609 |
Soundtrack/SFX | #2 | 4.565 | 4.565 |
Graphics | #2 | 4.826 | 4.826 |
Gameplay | #4 | 4.391 | 4.391 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
this looks great, one question tho, is the gb file available for download?
no it’s not a real gameboy game
thanks for telling me
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-Polyducks
i knew this would win
What an amazing platformer! It made me feel like playing a lost Kirby game!
The flying mechanic is so fun to use, the attack is satisfying (the range is good enough, the cooldown is not too long, super well implemented).
If I can give one tiny minor feedback: I'm not a big fan of having to hit enemies 3 times. Some enemies work fine with that but others felt out of place. Let me explain. Sometime, the platforms were not that wide which forces the player to either:
1) jump on the platform, try to get 3 hits as fast as possible before the enemy reaches you (which I try every single time) and then if not fast enough, took damage because you can't really get the 3rd hit in time, or
2) give 2 hits, drop down the platform below, wait for the enemy to be in a more vulnerable position and hit him again for the 3rd hit, which kills the momentum of the platforming part. Some enemy though, I couldn't do that because it follows me,
3) try to hit the enemy by doing tiny jumps and time yourself to shoot while in the air.
So I was in a position where I had so much fun flying and platforming, and once in a while, I had to stop my momentum, stop for a few seconds to kill some enemies and continue. I wish sometime I could just fly, step down without stopping, hit an enemy, continue, etc. So what I did instead, is just trying to avoid enemies so I wouldn't attack anybody.
Once again, very minor playtest feedback :)
I'm impressed with how polish the game is. You did amazing! Great job
5 stars across the board. Incredibly ambitious and sticks the landing, on jam time constraints no less. This game would've been an achievement even if it had been developed as its own thing.
I thought I saw a lot of cave story visual references (the cris crosses and those ghost type enemies, mostly), happy to see my suspicions confirmed in the credits :p
If I could offer a bit of constructive criticism for future dev on the project, there's some things mechanically speaking that feel a bit superfluous, particularly some enemies like the squid feel easily ignorable and not much of a threat, and the levels felt a bit diluted at times. Of course polish is what suffers most under time constraints, but you have a really solid core here that could sing even more if the levels were a bit shorter and sweeter.
Followed your account, can't wait to see what you do next.
Thanks for playing! Keroblaster was actually our main Studio Pixel inspiration, though stage 3 definitely has a lot more cavestory in it.
Definitely agree with your criticisms. It was a challenge for us to try and combine Keroblaster style shooter gameplay and that distinct Kirby style. Some parts obviously worked out better than others. More, shorter levels would have definitely worked better from both a story and pacing perspective
Levels, gameplay, characters, all designed really well! The gameplay is very polished and fun, the feathers indicating how many jumps you have is a great detail! Really solid game!
The bird is so cute, I want to pet it! The game is really good, like a more relaxed Kirby. I love the variety of color palettes, number 11 is my favourite.
I felt a massive amount of kirby inspiration in this game. Art, enemy design, level layouts. Everything oozes GB/NES feel. A very well designed game. Only piece that I don't think fit very well was the little "X" girder blocks. I'm assuming those made it in late in the process to help guide the player to stuff that is off-screen?
No real critique other than it was a little too easy up until the cool platforming bits at the very end -- but it's not a real critique. I'd rather jam games err on the side of being too easy than too hard. Definitely get more people to finish that way as it seems like most quit as soon as they die.
Great work on this!
This was really cute and fun! I loved all the fun color palettes too :)
This was really cute and fun! I loved all the fun color palettes too :)
Amazing art and vibe! I loved how everything came together so nicely to create a wonderful package. You explored the core mechanics very well and level design was great!
Lovely! a classic game with great gameboy style and a lot of levels based on a great level design. Solid entry! My only advice is to upload a web version if you can, you will reach more players :)
You killed it, well done!
You killed it, well done!
I love the Kirby/Cave Story vibes. Super solid game, very well presented. I really enjoyed the bell gameplay, very well introduced and escalated!
Awesome work!
I'm not in this jam but this game is great, looks great and plays great
Gráficos y música muy logrados. Buen feeling, me gusta la mecánica del salto tipo flappy bird. Buen trabajo
¡Muchísimas gracias por jugar! Esperamos que le gustó :)
Perfect music, Perfect art, I felt like I was playing an old GB classic! I did seemingly get stuck on the first level though where a platform wouldn't respawn >.> but perhaps there's a way around it?
Thats a known issue. You can reset the game with f2(or fn+f2 depending on your computer) if you get softlocked.
Incredible work! The graphics, the sound, the gameplay, everything fits. It is also very extensive. It makes me a lot of fun. How many level to beat?
Glad you enjoyed it! There are 3 levels in the main game (with a secret fourth)
Any hints on how to find the fourth? (I loved the game, btw!)
Beat the game without the gun upgrade!
Challenge accepted! Thanks!
Fantastic, such a delightful game. It hits the Kirby aesthetic down to every little touch: the breaking blocks, the little stars bouncing on collisions, checkerboard backgrounds, the whole nine yards. It's so charming, yet it establishes an identity of its own with slightly darker designs in the crows and Thanatos.
The platforming gameplay is extremely tight and has sharper teeth than a Kirby game would offer. The limited jumps offers growth and exploration, and the challenge really ramps up as the player gets more jumps. It manages to nail both the precise and tactile nature of classic Nintendo platformers, and the tougher challenges of modern indie precision platformers. It's a wonderful balance.
The scope of this game is utterly wild for a 10 day game jam. Three meaty stages with unique environments, dialogue, a hub world. So impressive, and the aesthetics are unmatched. Amazing job.
Ahh thanks so much for the kind words. I’m so glad you enjoyed it. We were indeed aiming for a combination of Kirby’s Adventure and Cavestory, so I’m glad that comes across in game! :D