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(1 edit)

No worries, we had a lot of fun playing it!
The reading issue is definitely on me, because usually I just skim through text and go back if it didn't work. I'm kinda impatient lol.

>The tablet would be better if it was a booklet
I feel like if you want to go with the tablet guide - maybe you could emulate GameFAQs look&feel instead of a PDF? I think we mentioned it on stream. And it would definitely fit into the overall feel of a retro game being played (I still look up some stuff on GameFAQs for some older games that I replay every now and then)

>Waiting isn't fun, that could be a problem
I honestly don't think waiting turned out to be as bad once I figured out how to do it (aka - read the manual properly lol). That, and being less precise with the RNG is probably okay. So I dunno, it might just be a bump in the learning curve. I caught the third shiny on my own volition just because I could, so there's that. Initial attempts were a bit frustrating, but having a manual right there next to the cartridge definitely helped with that.

Also - side note - I just remembered - maybe you could add some SFX to the flipper device used to hack/assist with the glitches? To the buttons and stuff? I recall some parts of the game being a bit too silent in terms of user inputs. But again - maybe it's just me.

>We don't know if we're too early or too late
Yeah, I can absolutely see why you have concerns about that. I honestly don't know how to fix/help with that. Maybe you could add a "kotaku journalist playing cuphead" option in the menu, that adds some OOC speech bubbles with hints?
I don't think it's needed, but I also have some knowledge about rom hacks/glitches, so I might be a bit more in the know about that. Dunno about an average person though.

>The sea near the side of the island is square 
This is probably something WAY beyond your scope, and a pointless feature that nobody would ever notice - but you could try limiting yourself to 96 sprites per scene (the limit of actual GB hardware). That would both give you an out when people are complaining about "square edges" and give you something cool to brag about. But that might be extremely... niche and not worth the trouble.
I didn't even notice the issue, but I'm not an artistic person, so there's that.

>The controller seems to not be optimal 
Yeah, full native 4K. I get lots of issues with that, but... good for playtesting and finding issues causing by large resolution lol?
I ended up not using the controller. Maybe I should've used it just for console and kb+m for everything else for extra immersion - that could've been cool - but I didn't think that far ahead lol.

>So yeah, how the game feels right now is intentional
Yeah, I get that, which is why I'm not complaining. It's just that I have experience with pokemon games, so it took a bit to readjust myself. So no worries.

Thank you very much for the demo, and I hope our playthrough helped. Please keep it up, its a very unique and interesting demo!

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About SFX, that's clearly the less polish aspect of my game. I did that last, and I have absolutely no experience on how to do proper sound design (mind you, I also had absolutely no experience doing music... But I had more time and motivation left in me xD).
You don't have sound for most of the "desk items" (as, game manual, encounter tool, etc.), you also don't have sound for attacks, nor for the different creatures... I kept it to the strict minimum so it's functional, but at one point I will need to tackle that issue...

The fact that you have a 4K monitor is actually really nice for me because I wasn't able to test the game at that resolution (only up to 2K). And even if the gamepad cursor didn't work as intended, the automatic scaling of every "desk items" as well as the HUD did, which is great!

It would have been problematic if the game console screen was outside of the window xD

(+1)

I don't know your workflow for music/SFX - but I think this VST might help (most DAWs support VSTs, so you probably won't have any problems)
Dunno if it will actually help you or not - but I'd use it for retro sfx. You could just play one note, and pitch-shift it around for different buttons.

But yeah, I understand you had time constraints and stuff, no worries.

(+1)

I actually just discovered what "VST" and "DAW" means right now :V

I did all the musics using JummBox (which I learnt to use specifically for this game), and did the few SFX either by using jsfxr, or recording things with my headset microphone xD.
(If you're wondering by the way, the "click" of the game console in the game is actually from an actual OG gameboy)

I'll try to look into what you sent, but it will be low on my priority list x)

Oh, gotcha. Never heard of JummBox and jsfxr before, but yeah, they seem like pretty decent free tools.

Cool detail about the click sfx, didn't notice it, but it's also been way too long since I touched my GBC (and it's in another city). But that's a very nice touch!

Don't worry about the VST if you're not familiar with those, if you got your workflow working already - then it's cool. Just wanted to share stuff that I thought might be helpful.