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A jam submission

The Oblet's JourneyView game page

Embark on a mind bending adventure to save your friend. Encounter bosses that test your dexterity.
Submitted by LusciousNut — 4 days, 19 hours before the deadline
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The Oblet's Journey's itch.io page

Results

CriteriaRankScore*Raw Score
Creative use of art assets#174.2004.200
Overall#313.9333.933
Overall polish#424.0004.000
Engagement#1433.6003.600

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Very fun to play! Loved the mechanics.

Submitted

This game was pretty interesting! I'm a fan of wario ware and most mini games were interesting and it got a lot more complex when trying to play both at the same time :)

I like the meta framing when you walk around super zoomed out screens and encounter different enemies.

Some nitpicking:

I was a little confused about the two screens, after some playing I think that the left screen was protection and the right one was dealing damage. I think it can be clearer ex with a text label or with shield / attack symbols. I also think that it could have been nice to see how much health the enemy has.

It was also a little unclear if I completed some mini games, so a win text or some effect could help here. I also was a little confused about the walking character at the bottom because it looks like its in the level instead of as a timer :)

That said I think the game is great and I would like to play more of it :)

Submitted(+1)

Fun to play, you made soooo many games, awesome!

Developer (1 edit)

Thanks, friend! I'm glad you enjoyed!

Submitted(+1)

This might be the most polished game I've seen so far in the jam, really awesome work making this feel super legit.
I absolutely loved playing it, really awesome work!

Developer

Thank you very much! I put a lot of effort into it. Your game is fantastic as well!

Submitted(+1)

Massively impressive work with the graphics and presentation. The variety of graphics, color, and animation that you made cannot be understated. The main frustration I had was being asked to split focus between two minigames... and then having the minigames only show their tagline for a second or two. Even after seeing the taglines it's difficult to figure out what to do on some of them, since it's never clear at first glance which ones use keyboard and which ones use mouse. I never did figure out how to win the Ring the Bell minigame, in Poke the Chicken the sprites were far too similar and there was no feedback to tell me what was the wrong one (come to think of it, lack of feedback is  a major flaw in most of the minigames), took me a long while to realize I had to click on the arrow keys in the Maze with Bear level (forgot the name of it). I'm impressed with the number of minigames you made and how polished they each are, they really capture the manic Warioware energy (even if the somber music doesn't). The occasional crazy behavior like the bullet hell bullets leaving the screen and the infinite cheese replication made me laugh and gave me the impression that you were either having fun with goofy bugs or that you ran out of time. Great work!

Developer

Thank you very much for the kind words! I tried to capture the manic thrown-in-the-deep-end kind of feeling of the warioware games , unfortunately that means taking the player by surprise and having them figure out how to maneuver it. Thank you for bringing up the lack of feedback on some of the games. If I had more time I would have liked to add sounds/animations/feedback to all the games, however I ran out of time. Thank you for playing and have a good day!

Submitted(+1)

I pretty much had the same impression as NyuuHaffu. Using apples instead of hearts for life when hearts were available was clearly a joke and I thought it funny. And after playing those mini games I kind of feel like we're getting trolled. Good job... I guess?

Developer

Not a troll, more of a surprise/reaction test. Thank you for giving it a shot either way, friend!

Submitted(+1)

Solid early presentation! The colliders were a little confusing compared to the visuals, but not a big deal considering that wasn't central to the gameplay.

I feel like the game falls apart when it gets to the battle minigames. It felt like I was expected to fail at least a portion of the minigames it presented (or you have way too high hopes for player skill), and that's a pretty unpleasant feeling. With the mess of stuff going on on-screen I got zero feedback on how the battle itself was going, whether I was winning or losing or how much damage I was doing or receiving, etc. If that information was available, it was lost in the sea of minigames.

I eventually had to close out because the minigames just kept coming and I wasn't sure if I was in some kind of broken loop or if the health pools were just suuuper big.

This was an ambitious project and in some ways I think you succeeded, but maybe lost sight of the forest for the trees. All of the minigames worked well, but they failed to service the greater metagame you had going on.

I'm honestly impressed with how much you managed to get done in this timeframe. I think with better playtesting and a round or two of revisions this could be a really great game.

(Also nice sprite animations! Those flags looked great.)

Developer(+1)

I'm sorry your experience wasn't a good one. Yeah, I wanted to add enemy feedback animations, but simply ran out of time. The three enemy's health is 3 for the guard, 6 for the floating helmet, and 9 for the undead dragon at the end. 

"lost sight of the forest for the trees" perhaps you're right, but I wanted to give it a try :)
Thank you for giving it a try and have a nice day!