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Microidvania's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #15 | 3.500 | 3.500 |
Overall | #23 | 3.163 | 3.163 |
Design | #25 | 3.100 | 3.100 |
Presentation | #27 | 3.200 | 3.200 |
Enjoyment | #28 | 2.850 | 2.850 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
GB-Studio
Team/Developer
Juzek - Just me!
External assets
All assets were made by me during the period of the jam
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Comments
Clever, nice job working within the limitations! I spent just enough time wondering if it was broken, and being surprised. (I wasn't sure what was killing me when I fell into the acid, since it didn't kill me when falling in or just going to the right.) As mentioned earlier the boss fight wasn't much fun. The music was nice enough for the length of play.
This was a cute little metroidvania and I'm very impressed how you managed to put so much map in the little game boy screen.
The game itself is obviously not that complex, but the context of the limitations you had make it a whole lot more impressive.
I have a few nitpicks still.
The boss fight was so unpredictable that I didn't even try to fight it and just cheesed it by shooting through the wall.
And also sometimes my jump input was eaten. No idea why though.
Really cool entry. Keep it up.
Nice small game! I love the nice, simple artstyle and the fog of war effect! Impressed you managed to fit everything in one screen too! I couldn't find the high-jump ability, so I used teleport to pretty easily wallclip and get acid-proof armour. After that I got rocket boots, and then just got yeeted up to the boss without any explanation. I personally could not figure out the boss's patterns at all, but a few attempts after I beat it, not exactly understanding how I did. A bit confusing, but great game overall!
wow! The high jump was on the far left down a chamber. I had no idea you could get the acid armor without the high jump. (Good to know for a %Any Speedrun)
I hope you had fun with your very unusual playthrough.
Lovely experience! It's really interesting how everything fits in the screen. Impressive work!
Good game, very difficult to make gamplay and art with this little resolution, but you did it.
It was a fun experience. I feel like having to teleport through walls blindly was a bit difficult but otherwise it's pretty impressive. I love the artstyle. It is simple yet very effective.
thanks for playing! I hoped the first teleport caused a little heart skip of suspense.
I put my entire tile set and Sprite sheet on display (I am stupidly proud of it). There's really not much there, but it's just enough.
Nice to see another GB Studio user! I like the idea of having such a small map as a limitation, but the lack of a large upward jump made it impossible to retrace your steps if you missed a powerup. Also, I couldn't figure out for the life of me why you die when you get to the bottom of the screen...
Aaah yes. That would be the pool of acid.
Perhaps I could have lit it up better prior to falling in it.
The lack of jumping prowess was to help the high jump feel like a big upgrade.
I did make sure at every point in the game the player is able to go back to the last "checkpoint" of getting an item via the painful process of death.
I'll be sure to try out your submission on my GBA!
this is great! Love how you made the limitations of a single GB screen work in your favour, squeezing in so much and even having a fun learnable final boss is a really nice Achievement!
Really clever use of the space. And I agree with verysoftwares—it's impressive how much metroidvania is in that tiny little map!
160 x 144 woo! It's tough because the walls must all be 8 pixels thick too.
Thanks for playing!
this is impressive given the limitations!