Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Wow, thanks so much for all the thoughtful feedback! I truly appreciate you taking the time to go in detail like that. 

Unfortunately, like you mentioned, isometric movement in GBStudio is a bit wild. It actually makes it so triggers don’t activate sometimes, but I didn’t find that out until the last day of the jam so I couldn’t go back and fix it. However, we’re looking into making it work. I did try to make the movement better (specifically the diagonals) but a play tester told me they felt like it took away from the character of the isometric movement. I’ll see if I can find a middle ground for that. 

The game also probably chugs because I have the RTC being checked every frame. I’ll see if I can mitigate that. Thanks for giving me the feedback on how it runs on your device. I have no way to test it on real hardware myself. 


Again, thank you so much. This REALLY helped me understand what my game can do better after the jam. 

Glad to help!

Yeah, I've had a lot of trouble with triggers in the past as well, they're very unpredictable.

For me, the issue with the movement wasn't specifically having to use up/left/right/down, but rather that the in-betweens make the player stop. Might just be a way that I use D-pads, but it's common for me to keep the D-pad pressed down and simply sliding my thumb to change directions, rather than un-pressing or re-pressing, so as a result, the player would often stop while I changed directions.

Yeah, GB isn't the best when it comes to frame checks. If you haven't already, a handy trick is to put a 3-4 frame wait at the start of update checks so that it only runs update every few frames. I've never used the RTC before, so it's possible it's an especially demanding task.