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Three things I liked about this game:

  1. The music is outstanding! Someone has been learning from the greats of the GBC era. 😉
  2. The game is pretty straightforward; nothing is too hard to do or figure out.
  3. Fun references to past jam games.

Three things I did not like:

  1. The platforming section was a bit rough. I wasn't sure whether or not I could jump on enemies, the acceleration/deceleration made movement feel a little slippery, and having an object that you can stand on and also walk past is a bit iffy.
  2. A minor quibble, but if you can't leave an area without completing the objective first, why give the player the option to leave at all? Similarly, why give the player the option to say "no" when there clearly is no reason to stay? And why let a player return to an area that has been completed?
  3. The game is so short and there's no game over areas, so having a save menu seemed a bit redundant; I would have preferred to have a run button.

Also, I'm not sure if there's anything you could have done about this, but the fact that the text UI refreshes each time you change a letter on a character's name was a little annoying. It still was a neat touch for name reveals.

(3 edits)

Love your format! I'll reply the same way.

  1. Appreciate it. I didn't have a lot of time and energy for the soundtrack this time around so I'm glad it still comes across. It's a lot more traditional than the punchy European-style chiptune I did for Teebeyae, which I attribute to hUGE Tracker being a little tougher to pull off that style with and the deliberate choice to do something a little more holistically Game Boy.
  2. I wanted to do something dumbass simple this jam since I knew I'd have to balance it with full-time work. My initial idea was some sort of Harold Nikki which is ultimately what this game became!
  3. I didn't want it to be too callback heavy but I feel like it works. I'm a little bummed I had to scrap one dungeon which was gonna be based on a future project, although snippets did make it into Marsha's.

And now for the cons:

  1. Mostly stock GBStudio platforming mechanics with some little tweaks to the acceleration and deceleration. I was running out of time so I wasn't trying to sweat things too much. Completely stock platforming is nearly unplayable IMO.
  2. This was kind of a dumb oversight. Most likely gonna fix it post-jam since it's so minor.
  3. I wasn't sure how long this game would last at first; it was originally going to be much longer. I don't regret the save system as I think it was a good challenge for getting used to GB Studio, but the run button is tempting.

As for the flashing text during character name changes, unfortunately that's what GBStudio refers to as instant speed. There's probably a better way to handle this behavior.