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A jam submission

pinputt gambitView game page

Submitted by Alex, Pentixel, auxie4444 — 1 day, 5 hours before the deadline
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pinputt gambit's itch.io page

Results

CriteriaRankScore*Raw Score
Quirkiness#543.4503.450
Gameplay#643.1503.150
Soundtrack/SFX#862.9502.950
Overall#953.0003.000
Graphics#1083.0503.050
Gameboy Soul#1173.0503.050
Secondary Theme Interpretation#1232.3502.350

Ranked from 20 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?
Maybe I misinterpreted skill as luck. Lining up the enemies through bounces requires knowing angles as much as the game not bugging out. Plus, on the later levels, you might just fall down a hole. But 4 colours max

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Comments

Submitted

a putting game, quite interesting on its own! I think I can see the “luck” part. I had a few moments of lucks where I could do a bit more of score too.

it’s definitely a quirky game, unique on its own!

the music gets easily repetitive and is not properly looped but that’s a details

good work

Submitted

Didn't understand the unlucky part but the game is fun to play in some way, controls were a bit strange when you have the minimap on, would like to see how much pow I had when I launched the ball, the number keeps changing all the time even after launch, would be interesting to see if I managed to get the pow I wanted which is in part some kind of minigame.  

Submitted

A nice game that I wouldn’t have expected in this jam!

Submitted(+1)

Interesting idea, but I don't think it works that well with such a tiny viewport, even with the mini map I felt lost on how to navigate through it to find the enemies. Some of the controls are strange, and the way the POW level works doesn't make much sense, you just waste time by doing a trial and error to set it to 10. It would be better to simply let the player to adjust it manually or have it to be always cycling and the player to timing when to press to shoot the ball (like how Lunar Pool on NES does).

Developer

Thank you for playing,

I totally agree on all those points.

A lot of these things will be addressed after the jam. However, with the POW, I was thinking more like how metal walker for the gbc did it. So when you go to launch the ball you have a power meter cycle through. As for the finding enemies and navigating, I'll add in little icons at the edge of the screen to make it easier to find them. Kinda like this:

Submitted(+1)

That was quite cerebral! A bit rough, especially in collisions, but the rolling ball is exceptionally satisfying, and the sound design is lovely.

I'm not entirely sure which ones, but some combinations of the sound effects peak the volume above 0.0 dB. It might be when the ball gets stuck inside the ramps and bounces around in them.

Good work! Congratulations on the submission!

Developer(+1)

Thanks for playing :)

First I've heard of the sound effect issue. Good to know, I'll make sure too many instances can't play simultaneously when I update the submission after the jam ends. As for the collisions, oof yeah, they're rough I know. It's something that will take a bit more work on my end to get perfect.

(+1)

nice idea! quite hard to play though. And a bit slow (I definitely wanted to be able to rotate the aim faster). It took me a while to understand the controls.
The light grey line on the ball that makes it look transparent is class tho. nice work

Submitted(+1)

Now THIS is a Game Boy game. Feels like the early years of the Gameboy but juiced up. The guiding lines in the background are a super useful touch. Would play on a bus ride.

Developer

Thank you. I personally don't think the gameboy could handle the speed the ball gets up to. But, one thing I learnt was mad respect for the og development of the gameboy. Because, my gawd, how do you even get any precision for angles or collisions on such a small screen using integers.

Submitted(+1)

I love the idea of it, this is the sort of game that I always tend to play on Game Boy (I love Alleyway).  But I'm not sure I understand the objective or how you achieve it.  And when nothing is in sight I'm just randomly choosing a direction or trying to guess where I think I may have saw something.

Developer

Thank you for playing. The minimap seems to be the bane of this game atm. I didn't have time to implement indicators, or even a player icon on the minimap. Thinking about it, even having a "press B for map" on the screen would've helped out a lot. I'll be sure to update this after the jam as it's an easy fix.

Just to help out though, the minimap can be used while aiming by pressing x, then you can pan around the level so you can see the enemies. only objective is to destroy the enemies before they reach the centre. Or to make the ball go fast and get lots of numbers.

Submitted(+1)

I found the map a little difficult to understand. I really liked the sound effects. Great job!

Developer

Yeah the minimap is the worst. Sorry. I will update it after the jam a little to be more intuitive 

Submitted(+1)

It took a bit to get exactly what was going on in the game, but once I did, it was a pretty unique and fun time. I only wish the power indicator was more dramatic visually to better represent the differences in power your shot can have.

Developer

Thank you for playing. The game morphed quite a lot from the original idea, so I'm glad that it was somewhat cohesive. The original idea was a take on snooker crossed with tower defence. But it was really slow paced and I had (and still have) issues with the bouncing not being consistent. So it didn't pan out and changed into what it is. The path finding is still a remnant of that.

As for the visual indicator, I agree. Even a little bar at the bottom would've made all the difference

Jam HostSubmitted(+1)

Fun take on point-defence gameplay. I did spend my first attempt at the first level wondering ifI was just trying to get the pickups and then eventually realised there were enemies - followed shortly by losing. But after the false start I enjoyed going through the different level layouts, and seeing the different pick-ups, and obstacles, and things.

Depicting the ball as transparent - with the band around it - is absolutely genius for giving it the depth it needs.

Whether it's pool, golf games, or this jam submission - there's always fun to be had when you can just hit the ball hard and see what happens.

Developer(+1)

Thank you for playing I'm glad that you enjoyed it.

hit ball hard was definitely what I was going for. I didn't end up getting a hit meter that lerped in place before submission. But that would've been satisfying to get max power on a hit for that extra juice.

I don't think I explain the objective well. I think changing the text from get ready to destroy all enemies would be an easy way to clarify the objective. 

Submitted(+1)

A great, unique addition to the jam. The best sound design I have come across thus far that is unlikely to be beat. Minimalistic perfection

Developer(+1)

Thank you for giving it a go.
The ball launch is a VCR, the score and explosion sound is me. The ball and pickups are glasses from the cupboard. The music was supplied by a work colleague Auxie444

Submitted(+1)

This is one of the games I'd seen in progress while lurking in the discord, and I'm glad to have given it a spin. The score popups are a delightful source of catharsis. It's a fun little experiment, though I don't think I fully understand how to find enemies on the radar popup. Regardless, it would be interesting to see this idea iterated upon. 

Developer

Thank you for playing.

Unfortunately, a lot of the QoL things were missed for the jam submission. I already have quite a list of things to implement after the jam has finished

Submitted(+1)

Very unique concept! I really liked the ball animation and the particles. Controls took me a while to get used to, but when I did it was really fun to bounce around the level.

Developer

Thank you for playing.

I am especially proud of the particle effects, screen shake and the ball animation. It's the first game that I've made fully code driven effects like this, so it was all new. Though to be honest it's all smoke and mirrors. The particles are the same logic as the ball but with no collisions, timed lifespan and a rect instead of a circle. 

The ball animation though is needlessly complicated and took a pretty much the whole jam to get working correctly. But I think it really sells the '3D' effect of the ball, so it was worth it.

Submitted (1 edit) (+1)

I liked finding fun angles and bouncing off everything, but it took me a while to even find any enemies. I think a camera pan to reveal enemy movement when its not your turn would be helpful, most of the time I just had to blindly aim in a direction and hope an enemy had moved there. The graphics and music were really cool! And going fast gave me a fun wave of exhilaration

Jam HostSubmitted(+2)

Good news! If you push the B Button (bound to X) you can see a minimap which shows the enemy paths, and allows you to pan your camera around to check your angles.

To be clear, I'm not a dev for this, just found it very helpful when I was playing.

Submitted(+2)

Oh I completely missed that!

Developer

Thank you for playing.

I really dropped the ball on conveying how to play clearly. Funny you mention being able to view when not aiming. This was a feature. But collisions only calculate on screen so the ball would clip through the obstacles. I only noticed on the last day of the jam while I was adding the arcs to the ball so it looks 3d. I'll address this after the jam if possible.

Glad you have fun regardless.

The hard mode turns off the map completely and the ability to control the direction or power, if that helps at all.

Submitted(+1)

An interesting and unique gameplay premise!  the cursor felt a bit sluggish and the physics need a bit of refinement, but overall, its straightforward and fun.  Presentation is solid, and its cool watching the ball move.  Took me a bit to figure out what I was aiming at, but once I did, the objective was clear.  Nice job!

Developer

Thanks for playing. 

I agree, the cursor is sluggish. The earlier builds were 4 degrees instead of 8 and would only register on press instead of repeating from a cooldown. So could've been worse haha. I think I'll add an increment on the press so it speeds up if you hold it for longer. Thank you for the valuable feedback.

The physics. lol, I tried my best in it's current state. But I'd probably have to rehaul it as it's integer based and there's just not enough pixels on screen to calculate the edges correctly. Just chalk all bad physics down to being unlucky

Submitted (1 edit) (+1)

I wasn’t expecting much from it, and it surprised me! Good entry.

Developer

I'm glad.

The final output was so different from my original idea I had no idea if it was any good. The original idea was more like snooker crossed with a tower defence where you could build the angles to bounce against and knock the enemies into each other to chain damage etc. But it turned out to be less fun that it sounds and difficult to implement. I also, thought at some point it would be fun to do something like kirby tilt 'n' tumble. But it felt too rip offy.

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