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The Saga Of Sir Thimb's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameboy Soul | #6 | 4.316 | 4.316 |
Overall | #7 | 3.958 | 3.958 |
Interpretation of the secondary theme | #7 | 4.105 | 4.105 |
Soundtrack/SFX | #11 | 3.789 | 3.789 |
Graphics | #12 | 4.211 | 4.211 |
Gameplay | #28 | 3.368 | 3.368 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This has such a cool feel. I'd give it 6/5 stars for GB soul if I could. The music/sfx and art are so good and feel so nostalgic. :D The look of the levels and everything is just incredible work.
The controls were a bit tricky for me. I don't mind a little deceleration, but the movement not stopping when I wanted to made the smaller platforms more difficult to jump than they should have been. The attack range was also tricky (which made combat less fun). And the jump/fall felt really good when the camera wasn't following. But when the camera was panning with... the fall gave this jitteriness that sort of bugged my eyes.
Overall, this was a super cool entry!!
Thanks for the great comment and feedback! There are definitely some things that I'd still like to polish and other things that are a bit out of my control (like the jitter when panning) due to the hardware used.
So glad you enjoyed playing! We appreciate the kind words! :D
Liked the game. The lore and character designs are really cool. The music is oddly hypnotising, the gameplay was a little bit dull for me though, But all in all it was a nice experience! :) keep it up.
Appreciate the honest comment! We definitely had more we couldn't quite squeeze in, but we're excited to expand on it all with a lot more time invested. Thanks so much for playing!
Can I ask what makes the first seed fall down to where I can grab it? I even watched the video of a playthrough up to that point and the seed just plops down for them. For me, it just stays up there hanging just out of reach.
Kill every enemy and the seed just falls :)
Perhaps there is a bug. I left and came back into the room and killed all the enemies more than once and the seed never fell. I'll reboot the game and try again to see what I can sort out. Thanks! I do want to play through the whole thing.
It is possible you may have found a bug I thought I had squashed. There is a counter in the room that measures enemies killed, then a trigger that releases the seed if you've defeated them all.
I ran into a similar (or the same) problem I thought I fixed - that if you defeat the last enemy IN that trigger (which is in the air) it doesn't count it properly. Something I'll need to iron out or rework in the near future. So cool you even watched a playthrough too :D
Sorry you were having troubles, but thanks for reporting the issue! Hope it works when you give it a replay!
It did work properly the second time around!
This is a great little platformer. I'd have loved for a little more variation in the dungeon layouts. The attack felt quite good. I'm glad it throws the attack out so you can attacks and back off without unintentionally moving your attack to the other direction in the process. The oracle was a great little touch to make sure players had direction while also providing better world immersion. The credits are also a great little in-world touch. We did a similar thing in our game. Solid work here.
Thanks for the great feedback! I'm looking forward to expanding the level layout and adding some more variety in general. Glad it worked the second time around!
One of the best gb studio games I played for now. It was fun to play and loved the story and lore, the only negative detail is the enemy design, they all are plain and easy to beat and both enemy levels are the same but flipped.
Thanks so much! That's great feedback and I completely agree. The enemy design wasn't necessarily an afterthought, but it certainly wasn't at the forefront of our priorities either. It was also my first time scripting enemy behaviour and I'd love to expand on it all after the jam. If we had had a bit more time, I definitely would have put it into combat and enemies.
Really appreciate the comment and thanks for playing :D
This is an excellent entry!
This is an excellent entry!
Thanks so much!!
Very very nice. It looks and sounds so good, the ambiance is perfect. I have a couple of nitpicks about how the game and controls feel, but it's globally a great entry. Well done!
Thank you very much for the kind words! If I may ask, what were some of your nitpicks about the controls/feel? I'm curious if it's something I can remedy in the engine or if it's out of my scope of control.
Much appreciated comment! :D
It mostly have to do with combat/enemies/sword swings. I'm not a big fan of the fact neither your body nor your sword make "tangible" collisions with the enemies. It leads to me as a player often missing a hit and going straight through to the other side of the enemy. Does that make sense?
This could very well be a conscious design decision. If so I guess it just doesn't suit me (and there probably are people who like it better this way). Otherwise I think I'd try to give the hits a small amount of pushback to see if it feels better or not.
That's great feedback, thank you!
Because of the time constraints I did end up "settling" at a point especially with combat, as this was my first game that has really featured it. There's definitely a lot more that I would work into the slash system too. A little kickback would be really cool if I can figure it out! Loads of optimizations could and probably will be done to enemies/boss/general combat after the jam. Thanks again for the constructive response!
Other My Sweet Whomp member here, globally agreeing with my teammate : game just looks gorgeous, the mood achieved is super impressive, especially for a gameboy jam game. The little story and world are super charming too.
I also agree regarding the controls. I feel the jump is a bit rigid, nothing too bad since there is no demanding platforming sections, but a nice jump is always appreciated.
Regarding combat. adding to the pushback suggestion, a short hitfreeze (100ms) some flashing on the sprite receiving the hit, and possibly a subtle hitspark VFX would help a lot.
Regarding the combat mechanic in the game itself, I suppose that the time constraint forced you to get rid of a health system for the player, and I guess it's for the best if the alternative was frustrating deaths getting in the way of narration and mood. Still it makes me wonder what combat really brings in this situation, and if, for another project, it might be a good thing to start figuring out that mechanic before adding several enemies and a boss. ^^ Not always easy in jams when everything goes fast and everything seems equally important, I know too well.
Thanks very much for the in-depth response! All of the things you mentioned are areas worth improving for sure, and ones that are high on the list of things to consider! I didn't even make a health system as I felt it would add too much debugging for the jam period. It was probably a good thing XD. I got a lot of things to a state of "good enough" but I did aim to keep things simple enough so that adding it in later wouldn't be an issue.
I'm actually quite excited to hone the combat even more down the line and these are all excellent suggestions! We very much appreciate the comment and feedback!
Awesome entry! Writing, story, music, and art were all awesome. Gameplay was pretty good, and im sure with more time it could have been great as well. Nicely done!
Thanks so much! We're definitely inspired to put some more time into this after the jam :D
Glad you enjoyed it!
Extremely charming. Excellent work! Graphics and music are top tier. Also, THANK YOU for making it "just work" with my USB NES controller.
USB NES controller? Sounds awesome! I gotta get me one of those XD I'm sure it feels great to play on a classic pad! Very cool to hear, and glad it works (if only just)!
Thank you SO much for the kind words. It really means a lot!
Amazing! I like the little underground world you created and all the lore. Shoutout to Sir Pellet, couldn't have done it without you!
Brave Sir Pellet coming in clutch! You got that right XD
Thanks so much for the kind words!
This could easily be a full game for gameboy, I play only till the first seed 'cause I want to finish it on gameboy, but I loved what I played.
Absolutely love comments like this! Hope you enjoy playing it on real hardware. If you're playing on DMG, I did notice a bit of lag in the shrine room and boss room (probably due to the amount of actors in the scene) but it plays great on GBC!
Thanks so much for playing and we're grateful for the support!
I really liked it! I especially loved the sword slash animations, the characters and of course the background art!
Yes! Glad you enjoyed it, thanks so much!
I'm really pleased with how those came out too! :)
It was a great experience overall ! It gives me a lot of "Hollow Knight" vibes haha. I must admit i would have loved a boss figh a bit more challenging, but the humour filled up ! Nice touch to have a playable end credits ! Well done !
This was my first time making a boss, so I know its moment could have been a lot more challenging but it satisfied me to know I had accomplished it XD I totally agree though, as I'd love to spend some more time developing cool movement patters and possibly projectiles.
Glad you enjoyed the credits too! I was super pleased when that came together!
Thank you for the lovely comment and great feedback!
GBStudio has come a long way.
Lovely characters, solid gameplay. The map could be condensed a bit, to get players into the action faster. But overall very charming game. Congrats!
Love GB Studio and yes it has! Thanks for the kind words and constructive feedback!
The game is very interesting, but the pace of the game is a bit slow. Maybe because I expected the game to be more "action" than the "story".
Thanks for the feedback! The room size may have been a factor in the pacing of the game and we certainly would have liked to have added a bit more action. Hopefully in the future!
Loved the graphics!
Thanks so much!