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Nice designs on the bosses, very unique and (from the ones I've seen so far) diverse from one another.

I genuinely got excited when I unlocked the HP upgrade after Chapter 1 :)

Unfortunately I got stuck in Chapter 2. The spikes where tough to navigate since I didn't have a visual or auditory cue of when they would pop up. I don't know if you're planning to do any version updates or not, but if so I'd suggest trying a mechanic where the spikes are always visible in their placement but are only one or two pixels tall. They player still won't know when they pop up, but they would at least know where they potential danger is. Might be too easy, I don't know.


Lastly, I seemed to have trouble with the castlevania-esq power ups (which I'm a big fan of by the way). In some cases I could throw unlimited crosses and other times I was able to throw little to none despite just having grabbed the power up. Is there an ammunition mechanic that I missed?

Nice job with the game; it's clear that you put some dedication into its creation. And while I haven't tried any 1-bit development myself, I do enjoy seeing how others make use of the art style's limitations.

PS - I caught the Fix My Heart reference as well, nice touch ;)

Thanks for the feedback, I really liked it because you gave me a big overview of the game. 

Firstly, thanks for the compliment ;) The idea you gave me about the spikes is great I actually never thought about it. 

Yeah, the power up is actually a consumable, but you are unable to use it at bosses (it would kinda break the game since all the bosses were designed for melee fights). 

Chapter 2 was the first level I designed, so it is by far the hardest one, if you pass it, the rest of the game will be a cakewalk, because now you will be very familiar with the game's mechanics.

I really enjoyed that people are getting the reference, Filipe really helped me by teaching some mechanics, and also helping he with design decisions I couldn't myself.

PS - There is actually only a single HP upgrade in the game, because since the bosses are big, and some scenes have so many actors, a higher hp script would lag the game A LOT. 

And yeah, thanks for playing the game, I really apreciate that such an awesome developer reviewed my game wowowoww

Aw shucks, that's too kind! I was happy to play and will give it another go to get past Chapter 2 at some point.

I'm curious to hear more on the HP scripting; is the increase in health achieved with a different method than just increasing the max number that the player's health variable can hold?
Regardless, if you are making this game so that it can run on a DMG GameBoy, I understand that you want to do all that you can to minimize the amount of processing power demanded by the game. My game DE '22 can technically be loaded on a DMG GameBoy but is effectively unplayable due to the CPU being half the speed of that of a GBC.

Sheesh I didn't knew I could've just set a maximum ammount to a variable hahahaha. Basically I created to variables, HP and MaxHP. Everytime you grab a heal, the game just checks the MaxHP, and doesn't increase the HP variable past that. BUUT I put that all "on update" because for some reason this didn't worked at the heal's "on hit". 

So yeah I don't actually plan on launching it at the dmg, I don't even know if he can hold it (and also have no way of testing cause I don't have a dmg myself). 

And yo I'm very happy that you liked playing it, that's why we make games anyway ain't that right? Another thing, I'm very interested in knowing how you did your player's jump, I'll probably reach out for you at discord one time or another.

And lastly thanks again yo, I'm very interested in seeing your next games.

Happy to check out what other creators are doing!

Feel free to message me on the GB Studio server and I'll see if I can help you out.