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(1 edit) (+1)

This was fun even if it was really stupid.  Really like all of the sprite work.

The more animated sprites don't really display right and there's no indication that I actually hit things but it was for a jam so I assume you'll clean that sort of thing up if you ever circle back to it.

Can confirm I was confused by the sudden switch to a platformer map, but still being a twin stick and flying around a forest. So much so that I went and played the prequel in the middle of playing this.

(+1)

"This was fun even if it was really stupid" - that's a box quote if I ever saw one...! 😆

I spotted the thing with the more animated sprites early on while working on the first game - it happens in both the web build and within GB Studio's own in-built emulator (which I'm assuming is the same thing 🤔). When running the rom in an external emulator everything looks as intended 👍

Hitting things... 🤔 There's audio feedback, but no visual feedback, partly on account of reusing the previous game's enemy sprites which went down in one hit (so no pain states required), but also, yeah, jam conditions 😌 Moving forward, I'm looking to find a sweet spot between well-populated scenes and sprites with the "right" amount of animation