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Git Gold's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme: Does the game/story fit the chosen theme? | #5 | 3.647 | 3.647 |
Originality: Does the game have unique mechanics or design? | #5 | 3.529 | 3.529 |
Replayablity: Would you play the game again? | #5 | 2.824 | 2.824 |
Overall | #5 | 3.212 | 3.212 |
Fun: Does the game bring you joy? | #6 | 3.118 | 3.118 |
Graphics: Does the game look good or unique? | #7 | 2.941 | 2.941 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What is your Discord Account
JDoughty
How does your game interprets the theme?
I built the game based on the concept of the Overlord game where a leader sends him minions into battle pikman style! Mix that with Plinko and you have Git Gold!
What Haxe game engine or framework did you use?
Kha, my fork of Echoes, and my EchoSystem project which is going to get alot of the benefits from the jam
Link to source code (github/gitlab/gitea/bitbucket)
https://github.com/jrdoughty/EchoSystem/tree/OverlordJam
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Comments
I liked this game, very original. It's way too short, unless I'm missing a way to gain time back? Even though I only sorta get what's happening on the bottom half, It still lights up and makes pretty colors and cool noises and i get lots of points. Just like real pachinko haha! :D
I get that the title acts as minimalist instructions, but it took about three plays to figure out what was going on. Are the big dudes are the bottom the overlords? Or is the beacon unit? The way the +1 point floaters where all different neons made me think the guys on the bottom where shooting at me. The beacon's sign was a bit too small to read. It seemed he was holding a basket instead, so I spent a few games uselessly trying to catch the gold with it. :-p
Do the big guys at the bottom have a purpose? It'd add a little gameplay depth if they stole coins or acted as minion repulsors (creating gaps in the gold collection layer) or actually shot stun lasers upwards, but it'd have to be made clear what their function was.
Yeah, agreed, the design of the main character needed reiterated on. It was taken from one of my old jam games and then made smoother (since I’m a much better pixel artist than i was then). In that game, he was catching arrows, so I can see how I should have just lost the top bit or changed it up.
As for the bottom guys, I feel like I should have made the font say +1 instead of 1 or 3 or 5 and had fewer of them so you can tell what they are doing when they collect. Right now they’re quite a bit noisy. Course a help page would have gone a long way I think :P
Ahh good old pachinko. I wish there are more time to do more things. Perhaps add some ways to buy more goblins and give us less at the start.
Couldn’t get higher than this.
Nice, I think you have the high score right now! I’ve gotten 215 before. Yeah I do want to expand on it. The Grow Your Hoard game this is a sequel of had that kind of purchase system in it and I thought it worked great!
15 seconds feels a bit too short. The ogres and goblins at the bottom just add visual noise as they don't affect the gameplay. The player moving faster than the goblin ammo and being unable to shoot because they moved too far away is a bit clunky, especially as there's no indication on how close the goblins need to be to fire them. A cool concept.
Yip, all fair. I actually threw the throwing mechanic in late in the game, and it sped up the gameplay ALOT! I think it made it impossible to care about who was where at the bottom (I’d initially considered just making them a conga line at the bottom rather than running around). I don’t know why it didn’t occur to me to do a simple indicator for the throw distance. If I develop this further into an arcade game I might have to do that! Glad you liked the concept!
Poggers, it is a fun game!
Glad you enjoyed it! My favorite part of making it was making the throw animations, took the silly concept up a notch XD