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A jam submission

ArchaeoView game page

Godot Wild Jam #19 Entry
Submitted by Jawfish — 3 days, 2 hours before the deadline
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Archaeo's itch.io page

Results

CriteriaRankScore*Raw Score
Controls#33.9173.917
Fun#43.8333.833
Originality#54.0834.083
Overall#93.6393.639
Theme#113.5833.583
Audio#133.2503.250
Graphics#193.1673.167

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.2.1

Source
https://github.com/Jawfish/Archaeo

Game Description
Discover as many gems as you can within the time limit

Discord Username
Kap#8623

Participation Level
First time

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Comments

Submitted(+1)

A very fun game to play for short breaks. I still have to find the right rhythm to balance the crits downward travel, from both sides of the great divide. I played the Linux version and had no issues. The theming and style holistically is pleasant and quite smooth. A solid entry for this jam!

Submitted(+1)

Solid entry. Pretty frantic and I loved the lemmings feel :) Best I was able to get was 19 gems.   

I liked the music but noticed it didn't loop when it was done (and I couldn't hear their screams in the next playthrough).

This feels like it could work as a multi-level game with gem targets per level to give a sense of progression, but I also had fun just trying to see how far down I could dig.

Oh, and I had trouble getting the mouse-wheel to scroll only the level and not the webpage, so I had to use the arrows to move the camera. Definitely would have preferred the mouse wheel.

Great game!

(+1)

I enjoyed. I laughed when the diggers do a little scream when they leap to death. I have even had one leap to their death and land on the opposite side and start digging again. Plays very smooth and intuitive even if really hard to keep the clock going.  

Submitted(+1)

Pretty cool, having two sides that you have to manage really added to the challenge. And the diggers are SOOOOO dumb it's hella annoying but hilarious. One thing i didn't like was the time increase mechanic. Clicking on the falling power ups feels more like a mini-game inside the game than an actual mechanic, but it's pretty essential to the progress.

Developer

Thanks for the comment!

Yeah, I'm not entirely satisfied with the time powerup either. I added it because there was a lot of sitting around waiting for the path you've set to be dug out, which felt dull.  I could never get the powerup to feel right, so I was constantly tweaking it, and perhaps settled on too quick of a spawn rate, or maybe I should have used an entirely different mechanic to mix up the gameplay.

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