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A jam submission

Chicken Demo GBA (MVM 29)View game page

Submitted by The Great Gallus
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Chicken Demo GBA (MVM 29)'s itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#92.7043.200
Execution#112.3662.800
Enjoyment#132.1972.600
Overall#142.2822.700
Sensory#181.8592.200

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team/Developer
The Great Gallus

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Comments

Submitted(+1)

Great sprite work, and good feeling mechanics, though some walls you could kind of wall jump up from the start and wasn't sure if that was intentional? Game is small but with the extra overhead and restrictions of the platform still impressive.

Hope this is a jumping on point for more gba entries in future?

Developer

Thanks for taking the time to give it a play! Good to hear that you liked the sprites and general feel.

Any wall jumping was not intentional, but I know the likely cause. I messed something up with the tile-based collision code, and couldn't quite get it hammered out in time. The original issue was that, upon landing, sometimes it would register a "wall" hit on open floor (probably due to the actor technically being partially in the floor on a landing) and cause an abrupt stop. Since I didn't have the time to figure it out and rewrite that, I switched the order of the check directions (vertical first instead of horizontal), which fixed the landing issue, but probably caused the possibility of registering a "floor" hit while against a wall. Thanks for letting me know that such an issue still exists!

And yes! I do have plans to work on more GBA entries in the future. I've tried before with Butano, but just couldn't quite get things to work how I wanted. But now I have a lot more knowledge and a good foundation to work off of to build a better engine next time around (and hopefully get the game embedded in the page in the future).

Submitted(+1)

Nice work, tho needing a 3-party solution to play the game is not Ideal.

The sprite work is nice, movement feels responsive.

The game is undercooked, sadly

Developer (1 edit) (+1)

Thanks for taking the time to play it! It is unfortunate that it was undercooked, but I definitely wanted to get something out there this time around.

Requiring a 3-party solution for playing was definitely not ideal. I was hoping to get something embedded in the page for the submission (like I've done with previous homebrew entries like Cavern), but I ended up falling short on time to get it figured out and set up this time around. I plan to look into options so that any future GBA jam entries I happen to do can be web-playable (probably using this game's page as a testing ground for it).

Submitted(+1)

Nice work, this was really cute! Reading your other responses, I can’t fault you at all. Obviously short but the whole thing is there and enjoyable; dramatically preferable over lots of empty space. Definitely interested in more!

Developer (1 edit)

Thanks for taking it for a spin! Always appreciate hearing when people find my stuff cute! ^_^

It was definitely much shorter than I'd hoped, but that's pretty much how every jam I do ends up, haha. One of these days I'll manage to budget my time correctly and also not get blindsided by random urgent things (yay for volatile work volume!). I'll certainly keep trying with future jams!

Submitted(+1)

Very cool. Nice spritework. How did you find it developing for gba, compared to modern platforms?

Developer

Thanks for taking the time to give it a play! Glad to hear you liked the sprites!

I quite enjoyed working with the GBA this time around. It is, of course, much more restrictive and took a lot more effort to get something really going than it would have on something modern like Godot that I've worked with before, but it was a lot of fun trying to figure everything out. I've done some retro console development before (Game Boy using ZGB for Cavern in MVM 9 and using Game Boy Studio for Alche-mouse-t in MVM15) so it wasn't too far out of my previous experience (thought GBA is a lot more forgiving than the original Game Boy for sure), but this is the first "completed" thing I've made for GBA and it was a great experience.

Main thing different was that I used Rust for this project instead of C I've used before for Game Boy (at least, for Cavern), or the C++ that I've tried to use before for GBA by way of Butano. Even though I know pretty well how to program with it, C++ has never felt quite right to me with the way I like to do things, so it's been rough trying to do this in the past (no shade to Butano, it was pretty cool). But I ended up really enjoying working with Rust (using AGB) this time around, and I'm excited to do some more work with it based on what went well with building out this project.

Thanks again!

Submitted(+1)

Really cool project on the GBA. The pixel art work felt smooth and the game is a really compact Metroidvania. I wish items had a description but I could surmise what each was from the icon. Only thing you really needed we're some sound effects and maybe more complex levels to show off the core features more.

Developer(+1)

Thanks for taking the time to give it a play! Glad that you liked the pixel art!

I would have liked to have given the items in-game descriptions, but unfortunately didn't have time to build out a system to display text, so I just had to include descriptions in the game's page. Same with sound effects and more complexity.  My original blocking out of the world consisted of about 30 rooms, but unfortunately they were still basically just empty when the deadline rolled around so I ended up throwing together these six rooms so that I actually had something to present. 

Thanks again!