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(+1)

Cool premise.

I think it could benefit from some quality-of-life edits to really help players avoid frustrations from missing specific events when they're off the screen. Things like a timeline or clock for each run-through of the day would help players figure out when they're supposed to be at what spot. Super extra effort types of things would be markers on the timeline if players had witnessed an event on a previous run-through or little icons on the edge of the screen that hint at "something is happening over this way" to help players shift their focus if they're paying attention, but that's likely getting into the weeds of extras and might take too much away from the intended difficulty.

Great work!

(+1)

It makes for an interesting thought experiment. It may be difficult in the current version, because I completely hit the sprite limit in the city.

But if I switch to color only mode, I get way more sprites. Also might be possible to do an overlay at the top and use the text system to show a timer or progress bar. Though it'd also be fun to have the palette change over the course of the day, like it's going into the evening.

Might even be able to pause the timer and jump the camera to a hotspot if the player is out of range.

The Game Boy is very harsh with its limitations, but it's surprising how much you can do in it.