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Quest for the Lucky Sock's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #17 | 3.769 | 3.769 |
Music + SFX | #21 | 3.308 | 3.308 |
Fun Factor | #27 | 3.231 | 3.231 |
Creativity + Theme | #32 | 3.154 | 3.154 |
Gameplay | #32 | 2.692 | 2.692 |
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
Very cute. I liked that the text was not too much. I like that the sound would stop when you were investigating things. It made it feel impactful like you were getting focused on something instead of just booping around to your own tune.
Nice use of perspective and world-building!
I love short games! This was a near-perfect five-minute experience, and you really captured the vibe of wandering around an apartment building after hours.
I wish that inspecting objects and talking to people didn't stop and restart the music, but I know that's a limitation of Bitsy! There were a ton of cute little observations about the things in Daru's room - very reminiscent of classic adventure games.
Great jam entry overall!
Edit: I loved the implementation of the theme here too! What a fun twist.
Fun little adventure. The clear retro visual aesthetic and music matched well with eachother and, while simple, created a coherent oldschool experience.
My favorite part was probably the perspective switch after the fire exit, with the change in atmosphere, and the ending was nice.
Though sometimes it wasn't super clear for me where to go, or that I would have to interact with something again to get a different result. I would also get confused sometimes about whether something was a door or a wall.
Thanks :) if you got lost in the purple hallways, that was completely intentional. Remember the last dialogue before you got there. “Don’t get lost” “Promise” and immediately got lost. I thought that would be pretty funny. Also, the small, bright flat contrast with the dark, mazy hallways. Small child in a big world feeling.
The doors don’t look very door-like, that’s on me. I hoped the little handle animation would be enough to highlight them as interactive. But the ceiling tiles look very similar. Yeah, thanks for the comment
For clarification: The moving tiles were pretty easy to figure out as doors, it was mostly some of the static tiles were it felt like you ran into a secret entrance in a wall.
I really enjoyed the graphics and animations here - the whole world felt very recognizable and I thought that was pretty impressive for a first game made in Bitsy!
I found it pretty distracting that the music was disabled during each screen transition - I'm not sure whether that's a limitation of Bitsy or not, but I eventually disabled the music because it was cutting out a lot. It's also not totally clear to me how the gameplay related to the 'penalized' theme, but that's alright :)
Fun writing! Felt like the writing, visuals, and music all had a cohesive style that fit well together.
Thank you :) The music stopping in dialogues and screen transitions is how bitsy works, there may be some hack but I don’t know. The penalty is that you will be washing dishes for a week for going on the adventure.
Oh I see! Sorry I just didn't clock that that was the theme tie in. Makes sense.
Shame about the bitsy limitation D: