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A jam submission

Zack Scrubbs in GRIME TIMEView game page

What a mess of a situation!
Submitted by Wrong Way Games (@GameSetBoy), Tessiebound, RagingSound — 6 hours, 30 minutes before the deadline
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Zack Scrubbs in GRIME TIME's itch.io page

Results

CriteriaRankScore*Raw Score
Gameboy Soul#44.4244.424
Quirkiness#54.2124.212
Overall#243.7833.783
Graphics#344.1214.121
Soundtrack/SFX#363.7273.727
Gameplay#473.3643.364
Secondary Theme Interpretation#942.8482.848

Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game meet GBJam's theme?
Uh-oh! Zack's really in it deep this time. Not only is his neat freak aunt coming to visit, his room just became covered in a cascade of unfortunate filth! Right as summer vacation started, too! How could this get any unluckier? Well... his mom says if he wants to play his Game Boy this summer, he better get his room spotless in 30 minutes or less, before Aunt Johanna gets there!

Race against the clock as you fight the forces of filth. Join Zack Scrubbs in GRIME TIME!

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Comments

Viewing comments 23 to 4 of 23 · Next page · Last page
Submitted(+1)

Rank A! The dust bunny battle was my favorite fight where I died the first time only to realize that the tools I needed were just on the other side of the room. I struggled a lot with the controls when navigating my room and accompanying spaces, but I was able to make my way to the ending. For the final boss fight, I do wish it was more balanced fight—I felt like I couldn't lose and that slightly diminished my overall enjoyment after I unleashed mortal damage on it for that last time. Loved the visuals and audio here. Thanks for making and sharing your game!

Developer

Thank you so much for the kind words and feedback (and posting your rank)! I’m really glad you enjoyed your time with the game despite the crunchy movement. And I do think you bring up a good point with the final boss. I’ll see if I can rework it to make it more balanced and rewarding. Thanks again!

I like the setting, and the attack combo system makes the combat mechanic (to be honest, I normally find this kind of turn based combat pretty dull, but here there is an element of puzzle to it as you try to work out the best cleaning methods, which I really liked. it has a comedic edge, very monkey island I thought)
art and music is cool.
the movement controls were my biggest issue. It felt like there was an invisible grid I was getting snagged on and I struggled to get the character to line up with things

overall, nice work!

Developer

Thank you for the kind words and feedback! The movement system is definitely a priority in the post-jam version. It was my first time doing isometric movement so it was a struggle. But, I’m glad you liked the rest of it!

Submitted(+1)

I really like this palette, nice contrast to get the most out of 4 colors and make things pop. The combat system was excellent and I liked how dense the rooms are, it’s a really big small world. The isometric angle was cool too, I’ve played a lot of 2D platformers and top down games lately so it was a refreshing change of style.

Developer

Thank you for the kind words! I’m really glad you enjoyed the game. 

Submitted(+1)

Nostalgic on multiple levels. I don't think any kid with a gaming system from back in the day would have trouble relating to the plot on this one, lol.

The mechanics were well organized and I appreciate the state adjustments based on previous attacks to make a turn-based battle system feel deeper than spamming the same action several times. Isometric is always tricky to feel good controlling with just 4-directional D-pad setup, but the sliding on the walls was very helpful to keep me from getting stuck.

Overall quite well done.

Developer(+1)

Thank you for the kind words and feedback! It’s definitely harder than I expected to get the movement working, but I’ll try to fix it. Thanks again! :)

Submitted(+1)

This is cool! Props for making an actual ROM, and for making a battle system on top of the rest. I like the puzzle element of the battles a lot!

Developer(+1)

Thanks for the kind words! It was definitely a lot of work to make this little battle system, but worth it. Glad you liked the puzzle elements! Thanks again. :)

Submitted (1 edit) (+1)

Really solid entry! Absolutely nailed the game boy aesthetic (it is a game boy rom, so that checks out). Loved the references to games past - the EarthBound Beginnings one was nice. Soundtrack is kickin', graphics are great (love the isometric view), the writing is on point, and the length of the game is perfect for a game jam game with just enough reason for replaying with the timer and rank.

The only suggestions I could give are about collision and inputs. Sometimes these things felt clunky enough to be distracting, but it was ultimately fitting for a game boy game. 

Developer

Thanks for the kind words and feedback! The movement and inputs are very clunky, like you said. We're working on fixing that, but it's tough when the GB wasn't really made with isometric in mind. Thanks for the positive feedback, especially about the writing. We proud of it lol.

Submitted(+1)

This one's really cool. I love the art (and color choice), and doing isometric with GB Studio is very impressive. The environments seem full despite GB(C?) limitations. I also love the presentation of the battles. The health bars, along with the camera panning down into the arena, and the arena itself resembling the overworld placement/environment is super cool. I love that different battles have the characters in different positions. The final boss was super cool, I was surprised to see something so intricate for a game jam game.

Unfortunately, I didn't gel with the gameplay as much. I'd say it's the only weak point in this project. The overworld isometric controls are a struggle. In particular, if you hold a diagonal direction, your character stops entirely, which causes some grief in combination with the isometric view. I've seen how GB Studio handles input, so I'm sure they're not making it easy. Sometimes the collision pokes out in unexpected ways as well, like around doors. I noticed the game chugs a bit on my SP compared to the web player, which is unfortunate since the game looks so good on it.

The battles were alright, but a bit simple. The gameplay does feel a little bit railroaded; I think I would've preferred more monsters appearing at a time, so that I could whittle them down while searching for weaknesses.

None of that ultimately takes away from what works so well for this. This seems like it was a really tough project to make, and the final result is super impressive. I think it's splendid.

Developer(+1)

Wow, thanks so much for all the thoughtful feedback! I truly appreciate you taking the time to go in detail like that. 

Unfortunately, like you mentioned, isometric movement in GBStudio is a bit wild. It actually makes it so triggers don’t activate sometimes, but I didn’t find that out until the last day of the jam so I couldn’t go back and fix it. However, we’re looking into making it work. I did try to make the movement better (specifically the diagonals) but a play tester told me they felt like it took away from the character of the isometric movement. I’ll see if I can find a middle ground for that. 

The game also probably chugs because I have the RTC being checked every frame. I’ll see if I can mitigate that. Thanks for giving me the feedback on how it runs on your device. I have no way to test it on real hardware myself. 


Again, thank you so much. This REALLY helped me understand what my game can do better after the jam. 

Submitted

Glad to help!

Yeah, I've had a lot of trouble with triggers in the past as well, they're very unpredictable.

For me, the issue with the movement wasn't specifically having to use up/left/right/down, but rather that the in-betweens make the player stop. Might just be a way that I use D-pads, but it's common for me to keep the D-pad pressed down and simply sliding my thumb to change directions, rather than un-pressing or re-pressing, so as a result, the player would often stop while I changed directions.

Yeah, GB isn't the best when it comes to frame checks. If you haven't already, a handy trick is to put a 3-4 frame wait at the start of update checks so that it only runs update every few frames. I've never used the RTC before, so it's possible it's an especially demanding task.

Submitted(+1)

What in the name of Nintendo!? I died to a dust bunny, that definitely is unlucky. Really great turn-based battle setup here. Fun game :-)

Developer

Thank you for playing! That dust bunny got hands though, haha. 

Submitted (1 edit)

Clever and unique game, and well done overall. The art, style and music is great. The combat is funny, and the combos really make it. I’m glad to not play another turn based combat game where you just push A repeatedly until you win, die or need to heal. Movement and starting interactions is the glaring weakness, but it wasn’t a huge deal. I would argue there is no such thing as good diagonal only isometric movement, except for grid based games. Consider just making up go up, left left, etc.

It was a good length for a jam, maybe one enemy too long. The final room and boss fight was great. That little door really brought me back to my childhood. All in all, well done!

Developer

Thanks a bunch for playing, and for all the kind and thoughtful feedback! We’re definitely looking into the movement and interaction bugs to see if we can fix them. I’m glad you liked the final boss and area. That was my favorite part to make. :)

Submitted

Finished the game in 20 minutes, C rank

What makes it less enjoyable is the movement (repeating from the other comments). Sometimes, when I’m facing the thing that I want to take or interact with, the game doesn’t register, i.e. when I wanted to open the door to where the Windex bottle is, I got stuck walking around for a few minutes ahaha

Other than that, I like the story & the final boss.. this game definitely has its moments :D

Developer(+1)

Thanks for posting your time and for the thoughtful feedback! This game was my first attempt at isometric design in GBStudio and it turns out there’s a reason many people don’t try it lol. We’re going to try and fix it post jam, but we’ll see how it goes. Thanks for playing!

Submitted

The bubsy gag accomapanied by the protagonist face was so funny. Neat game!

Developer

Thank you! Glad you found it funny. :)

Submitted(+1)

The isometric movement felt took a bit to get used to, but I really enjoyed the game. Now I can't shake the feeling that whenever I decide to finally clean up my office, there'll be a dozen boss fights waiting for me.

Very solid game, lovely presentation. Congrats!

Developer

Thank you for the kind words and the feedback! The movement is high up on the list of things we want to improve, for sure. It was my first time doing isometric movement in GBStudio so it was a bit of a learning curve for me. Thanks again for the kind words!

Submitted(+1)

the unexpected RPG of defeating dust bunnies and other dirty things XD I quite enjoyed it!! the 3D iso is a bit weird to move into, with some hard-corners but eventually you get used to. I took some time to understand the bars were lifebars!!

anyway, I ended up with 19 minutes, rank C and 3 dollars made.

great work !!

Developer(+1)

Thanks so much for the kind words! The movement is a bit weird, but it was the price of experimenting with isometric movement on the Game Boy. I’ll try to fix it after the jam. 

Also, thanks for posting your rank and time! I’ve been waiting for people to do that lol. 

Submitted

no one did in the comments! maybe they haven’t finished it … or maybe they thought they had to spend at least 30 minutes to finish it as it’s kind of implied by the mom haha

While I did spend 19 minutes, there are many other games to test so people might have chose to not do that for now?

Developer(+1)

It’s possible! I understand if people didn’t get to finish the game or whatnot. It’s a jam and there are lots of games to check out, so you gotta spend your time wisely. Thank YOU for posting it though and finishing the game. :) It is very much appreciated. 

Submitted(+1)

Behind the closet door door… I was truly not expecting the descent into madness. Also the combination of a waifu shelf and a racecar bed was pretty humorous. I found it a bit difficult to read the text at times, but no real complaints otherwise, a fun little rpg game. Big fan of the combo attacks that you could discover, I wish there were more of them!

Developer

Thanks so much! I’ll see if I can make the font more readable in the final version. I was a little concerned about that, but also wanted the sense of whimsy lol. I’ll definitely try to add more combo attacks to the game too. Thanks again! :)

Submitted(+1)

I sincerely enjoyed this game so much. I played it on my handheld emulator and my god the vibes were perfect. I wanted to call out how the enemies were laid out. It was fun to hunt for the next mess, emulated my ADHD brain works when I am personally cleaning, (was a good use of the limited sprite count) and great for slowly introducing new mechanics. 

Great job to all of you for this, it is truly one of the most memorable jam games I've played. 

Developer(+1)

Wow, thank you so much for the kind feedback! I’m so glad you enjoyed the game as much as you did.  Your comment made my whole day. :)

Submitted(+1)

This made me chuckle when I realised I was in battle with my mess (like real life). Charming and fun idea, well done!

Developer

Thanks for the kind words!

Submitted(+1)

That was cool! The art is cute, the monster designs are charming, and the story went in a fun direction. The mirror surprised me!

Great work!

Developer(+1)

Thanks for playing and for the kind words! I actually love the mirror because that's the point in development where I started having fun with it. 

Submitted(+1)

I loved the game! It was a pleasant surprise to discover such specific combos and interactions, and I would love to see that expanded in an update or in a future game with a different theme. The music is also incredible.

The only thing that feels a little strange is the movement. When I try to go up, I somehow expect the character to move up and to the right, not up and to the left. The same thing happens with the other controls. It's something you get used to quickly, but at first, it feels like something is off.

Developer(+1)

Thank you so much for the kind words, especially about the music! I do think you raise a good point about the movement. We’re going to see if we can fix that in a future update. Thanks again for the thoughtful feedback and kind words. :)

Submitted(+1)

A unique concept combined with a charming and polished aesthetic!  I enjoyed seeing all the different enemies and cleaning them up.  Though I found it a bit patronizing to have each monsters weaknesses explained up front, robbing me of the chance to figure it out myself.  Impressive all the different content you managed to squeeze in, excellent work!

Developer

Thank you for playing and for the thoughtful feedback! Can you tell me which monsters you found patronizing? I don’t want to rob players of the experimentation aspect or make them feel patronized. I’d like to fix this for the expanded version, if possible. 

Submitted (1 edit) (+1)

Oh I specifically mean that there are a lot of texts that straight up tell you how to defeat a monster.  I would prefer you didn't tell me and I figured it out by trying whatever is intuitive.  Even on something like the window, let me figure out I need Windex by failing with water, don't tell me upfront that I can't win the fight until I find windex, give me a hint after I fail.  I think this was only for the first few fights, can't recall all of them.  I just think the fun of a mechanic like this is discovery, and if you tell me before I can discover, I lose that

Developer

Understood. Thank you for taking the time to reply and give me additional feedback. :)

Submitted

You bet, happy to return the favor 🙏

Submitted(+1)

I dig the twist on RPG mechanics (though i promise i use a damp wipe all the time on dustbunnies I swear it works lol). Needing to panic clean really is an unlucky surprise, can relate - I do worry for Zack already knowing the word waifu at his tender young age lol.

Developer(+1)

Haha, that waifu line is a remnant from the initial concept where I imagined him as a little older. He ended up getting younger as things went along. Thanks for the feedback. I probably could have made the wipe work on the bunny, but just didn't think of it.

Viewing comments 23 to 4 of 23 · Next page · Last page
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