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0xNil

272
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A member registered Oct 10, 2025 · View creator page →

Creator of

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This game was really fun to play ! Reminded me a lot of Geometry Dash on some levels, but in a different presentation.

Nice graphics, very readable, everything works as expected. I think you did a good balance for the difficulty curve, the Unlock All button allowed you to make harder levels without ruining the fun for some players.

I really loved the various expressions the cat's face could take on.

It was original to control the coin instead of the cat. However, I don't really get the "Old Gold" theme in your game, only the "Gold" part.

I liked the soundtracks, I just think you could add more variation in the gameplay music, as I feel a lot of work was put into the menu music which isn't the most important part.

I managed to get 3 bells in every level !

Good job ! One of my favourites so far.

there is no limit, but please keep it under 20.

The "no start" option in the menu made me laugh :)

The game was nice exploring. Adding game juice would make it better, but just looking for gold on the map is already nice.

I'm pretty sure I found all the gold, I wish there was a Win screen telling you if you found everything.

Very detailed art for everything, I just was disappointed when I noticed I couldn't go inside the houses, as it felt like you could. Nice character design.

Amazing soundtrack ! Good job !

Stunning graphics : I enjoyed playing the game so much. Amazing palette choice. Really good room transition.

Nice little story, and nice music. SFX could add a lot if there was some.

The minigame was fun.

If I can suggest one thing, I think you should fix the word-wrapping problem, a video will explain it better : (youtube.com/watch?v=b_4pEe4chfs).

I don't have a lot to say because this game was really enjoyable. Good job !

also, there is 150$ total cashprizes, because there are different categories.

29k$ is the total value of the non-cash prizes, like subscriptions, software, etc.

(1 edit)

I think the idea was fun : it mixed memory, recognition, and good execution ofc. I like how you can make a lot of combinations with a limited palette & icons.

I struggled at the beginning to understand the rules, I think it should be clearly stated in the rules that the dragon tells you the items you should NOT give him, because I was confused the first minutes.

Lovely art, amazing palette choice. Nice audio too.

The pickup needs a rework : I noticed after testing that the pickup point is at the top of the character when you go upwards, and at the bottom when you go downwards, which made it feel inconsistent. If it was difficult on purpose, I think it should still be more consistent as there is already the time constraint.

I think the difficulty should increase slowly : it's so easy to lose after picking up only 2 object because you are discovering the game, the rules, etc. and you are slow.

Good game !

Very complete qualitative asset pack !

I really like this game. The graphics are really cute ! The randomized color palette is so fun (I forgot to add it in my own game lol).

It was nice to play, I found some gold, but it was sooooo hard to stay alive :

  • Because of lack of information : player doesn't have a way to see our current HP. Also sometimes, you don't know if some enemy can damage you just by staying next to you so I thing some flash or screenshake when taking damage would make it more impactful.
  • Mabye just because you have to keep all your HP until the end : I didn't find a way to regen, mabye there is one already ?

Also, the killed enemies reappeared each time you came back to a room, you could use persistance keys to avoid that.

Anyway, that was my feedback, but I really like the soundtrack, very gameboy-like.

Good job !

I really like this idea ! That is actually fun to play.

However I see a few improvements I'd love to see you make to the game : make the character faster + 2 tiles-high jump, but to counter this removal of constraints, make the Tetris blocks already falling before you press J manually, I think it will make the game faster and more fun.

Also of course, adding music would be really nice, as well as mabye some variations with additional mechanics, mabye falling bombs for example.

Anyway good job, I'll be happy to play it again if you update it !

Hi !

I just seen this game jam, and that looks very interesting : I think it can be nice to make something bad but original.

I will probably participate, but I was wondering if you are going to make a Discord server for easier communication during the jam, sharing progress, etc.

Also, even if they are not my main goal, I have a questions about prizes. What if the winner doesn't use Amazon ? Have you any plans if this happen ?

Anyway, I hope hosting the jam goes well !

The gameplay was interesting ! However, it was really hard to understand without a tutorial, took me a few miutes to figure out all the mechanics.

The game didn't feel too silent because of the SFX, but I think BGM would add a lot.

Nice take on the theme.

Good job.

Funny! I wanted to add tutorial ingame but ran out of time so it's only on the itch.io page.

I agree with the camera thing. I believe I should offset my deadzone to the top.

Thank you for playing !

Nice take on the theme :)

I think that was a nice top down shooter. That was fun to play. Of course lacks of game juice, but it's normal for a prototype.

A few things I wanted to point out : the enemies doesn't deal you damage when you touch them and the menu buttons are very small so aren't at gameboy's resolution and can only be clicked with mouse (there is no mouse on the original GB). Also I think a pretty small thing that actually does a big difference is a background for the ground.

The game felt silent but, once again, it's okay for a prototype.

Good job you were able to ship something in time !

you wasted 20 seconds of my time, congrats ! 😭

The arrow would still help, for the general direction. I agree the sword isn't that important.

Good luck !

This game is really nice ! I like how you were able to make to make such colorful and varied environments with only 4 colors, good use of patterns. I was so happy when I find all the pirate ships.

There are so much different antiques to find. I wasn't able to find them all... but still filled a good part of the museum, and enjoyed reading the little texts.

Some feedback : the player doesn't know he has to press A to interact with NPC and other elements, I think an input prompt would help. Also at some point I went too far and it took me a while to find the TP again, mabye a map, or just an arrow to avoid getting lost. I also find a glitch to escape the bounds around the museum entrance, but I think you should keep it, OOB is fun.

Nice soundtrack, but my favourite detail about the audio is the different walking sound depending on what tile you are.

I'll come back to play after the jam, I'm hyped if you add the things you had to cut off after the jam.

Really good job !

This game is an absolute banger !

I would really expect to see such a game on the gameboy, reminds me of Bomberman.

Goated art, goated music !

I really liked the gameplay, at the beginning, I didn't understand how to kill 5 enemies if I had only 3 bursts of flame, but it became possible with the falling rocks mechanic, at the end it was very fun to play.

I only got your interpretation of the theme by reading the explaination, but it works.

Congrats on making this game !

I think the game has a nice soundtrack, however no SFX unfortunately.

Art is simple but works well.

There are a few bugs, but ThymeBonus already explained them. However I have one more : with the death screen, there is no way to leave it, I think you are probably aware of it. Also here is how it looks to me in case it isn't known :

I didn't really undertand how to dig, and many other things, but good job on submitting the game.

There is so much content in your game ! 108 fish types, I couldn't catch them all.

The art was very nice. Good music and SFX.

You don't get any information when your inventory is full so I didn't know why fishes stopped appearing, that confused me. There is also a bug : looks like the upgrade prices reset each time you leave the shop. I think there are many possible little QoL improvements, but it doesn't affect the fun a lot.

One visual thing very easy to fix was the font border. Instead of only copying the text one time with the border color with x+1 & y+1 offset, you should also do it a second time with x+1 & y+0 and a third time with x+0 & y+1. That will avoid the little weird-looking edges on the text.

But apart of these minor problems, the game was really enjoyable, even if it was way too long for a jam.

Hi!

The game is pretty hard, but you have a lot of HP, GGs on finishing it.

Thank you for playing !

Happy you enjoyed it !

I felt so much Gameboy vibes, that's amazing !

I liked the exploration gameplay.

However, there is a few points that makes the game a bit unpolished : the lack of tutorial for digging upwards and downwards, the weird hitbox of the axe.

Another thing is the lack of music, fortunately, there was SFX 

The map was huge, and I wasn't able to see everythiing after dying multiple times.

Congrats on this game !

I think you did a very good work for the animation ! All the art was very good, except the UI.

It would be nice if you added something to solid color UI containers. The UI is also too small, especially the font (it wasn't rendered at GameBoy's resolution). And finally, using mouse for the menu is weird on a GameBoy as there is litterally no mouse on the original hardware.

Beside of that, the game was simple to understand

The take of the theme was a good idea, I think yours is unique.

Good soundtrack ! However, I think it was lacking a few SFX.

Good job

are you on MacOS ? I have the same problem. Some OSes (including MacOS) actually render the games 2 time bigger, and then downscale it. Mabye the project's settings of Godot lead to a miscalculation because of this system.

Hi.

The movement speed increases of 50% when you are under 40 coins, so that's mabye what happened to you.

Thanks for playing !

🥳🥰

Hi!

I understand your feeling, and it's normal : we accidentally submitted a very old build of the game.

There is now a link to the right version, and I would really appreciate it if you tried this other version (that has actual level design, game juice, and everything we worked on for the last 7 days).

Thank you for playing !

This game is awesome ! Congrats on winning Brackeys !

Not only Paper Hungry now.

Update is here ! ✨

We will reduce the size of the game. It's pixel art upscaled of x3, we will switch to x2.

Everything you mentioned is now on our todo list.

However, all the music in the game is original, and made by our team's composer.

But happy you had fun, and thank you for your feedback.

Yes, we will add one more level for each platformer minigame.

We are definitely adding controls inside the minigame for the next update.

Happy you liked Tuvo's art and the CSS !

Happy you had fun !

(2 edits)

Nice idea for GMTK. I liked the fact that you don't simply loose at the end of the countdown, but it only makes your task significantly harder, so you still have a few seconds to rush the last enemies and escape.

I know you don't want feedback on art, but I still wanted to share some easy points to improve : replace the default font and replace the native button, even if it's only a 2 minutes sprite but that fits better in your game.

A thing I liked is that even if the gameplay is simple and easy to understand, the skill ceiling is improved by many mechanics : good acceleration and decceleration curve, with the right positioning you can hit 2 enemies with one attack, and the punishement if you try to time the attack perfectly.

The HP bar felt kind of unfair because it was still displayed like 10% of it but I still died.

Most important are the items. First of all, I didn't know I could only choose 1 of them not take all 3. But it's also hard to understand what are their effect. I understood the heart gave HP, the circles gave damage, and the milk (i think) gave speed ; but only after carefully experiencing. I think you should make the icons more self explanatory, or add a title / description to each of them.

I think you should add some way to see how much have you damaged an enemy, either by adding an HP bar for them, or a color change. For balancing, I think it became hard kinda fast, I think the difficulty curve should be smoother.

I had fun playing this, good work !

EDIT : I enjoyed the music, but I wish the better part of it came earlier, because the beginning is by far not as good that later in the track.

Oops, yea, "platformer controls" text was a mistake when we were rushing during GMTK.

"seems off with the RNG" We had an engine bug that caused a huge RNG bug (you would only be able to play 1 minigame), but it's fixed now. Even if what happened to you is probably just a coincidence, I will add a system to prevent the player to get the same minigame twice in a row.

For the timing game, I think it works well, the only problem is that only the center of the cursor counts for color detection, so the cursor should probably be smaller to be more precise.

You confirmed our doubts about the timer, we will move it at the top of the screen.

Thanks for playing !

Very cute game ! Nice 3D graphics and smooth animations.

To be honest, the 2nd day, it seemed like the map was much bigger, even if I believe it was the same. I just went further with less guiding and got lost, unable to come back neither to the lake or to the place to sleep (it's mabye a skill issue, I never play this kind of game).

Nice dialogues, couldn't do it to the end but the story chained well. Some things aren't very clear but that's a good thing, and we always understand at the end.

Mabye some hints in critical situations at least the first days would help (mabye only in some optional "Assisted Mode"). It's fun, always exciting when you find something new.

Music fits the game well !

However, I think controls need a rework, as well as the bottom-left UI that felt messy to me. I think you should be able to move the character with both Arrows & WASD camera with mouse. I found the dialogue / item keys confusing and I think it's possible to use less keys. Customizable keybinds would be a nice add. Also, I didn't know I could drop an item.

Nice game !

Nice game !

Good simulator of what i feel 1 minute before jam's deadline :)

5/10 score

(also, the Right Ctrl key isn't available on all keyboards)

Good tutorial. Very intuitive and satisfying.

Arcade mode is a good add. I took some times learning all the items + upgrades. At some point I got bored because there was no time constraint or anything that kept me in.

A thing I didn't know is if the items were permanent, and that I could sell them. But I discovered it by clicking around.

Using mobile controls wixth a trackpad (like said in description) is good. I think you should make it like this for trackpad, but also allowing to cut with a keyboard key, and make the cutting trigger zone closer to the roll, because on a trackpad you are more precise than on mobile. Very intuitive controls.

For art, you did a good job. I'd say to move the Pause button and the "place for next paper roll" so Pause button isn't on top of "place for next paper roll". I think you can improve the toilet roll animation at it's a core part of the game.

I wasn't confused by any UI. I really liked how looked the combo system.

Nice music. It turns out to be an interesting idea. I look forward to what you will do in next updates !

This was so much fun !

Ahhh, the title is too long... more seriously, my only problem was the freezes. I'm pretty sure it's caused by some memory leaks.

For gameplay, it was just very fun, good mechanics, the game was easy to understand but has a high skill ceiling, very good. I took some time to realize I could double-jump. I don't think you should change the hold mechanic, because in this way, you should time your double jumps.

I think homing rockets became too powerful at some point, and there was no point in keeping moving, that's a very important thing to balance.

Mabye you can add a game over screen, I don't know if there is already a win screen.

Now, for the art, the thing you asked feedback on. I really like the current artstyle, it makes the enemies look alive. I think the main character needs more work. But most importantly, the biggest improvement you can make is consistency. You should try to keep a consistent palette (in a way to always have enough contrast between BG and characters). In addition the background's style was very different, it's good, but I think you should rework it. A good example of this is the title screen. Also, mabye add some particles like mabye tiny one when you jump, land, etc.

I think the UI can be more visually appealing, more juicy, more polished.

The music is just a banger !

Very good work, very fun concept. It is definitely worth it to continue working on. Good luck !

I like this kind of puzzle games. That's not easy to make new levels, because each time you have to think about a brand new idea. It reminds me EnigmOn, a nice puzzle mobile game. 

The Level 2 was nice, mabye too easy (I think it could have been improved by having 4 sentences in the text, the first starts with "D", the second with "O", etc. It would be still solvable, but less obvious).

The Level 3 too. I was almost able to find out myself, but I still needed 1 hint. I think the difficulty was perfectly balanced.

I also found every down in the menu. So it's 10 legit downs.

Then I felt so dumb needing the solution for the Elusive 12th Down, I like that kind of easter egg.

The Level 1 seems broken however. I wasn't able to solve any word at all even with the solution, I don't think anyone can figure out it by himself. Also kind of messy in comparison with other levels.

Apart of that I really liked the music, both tracks.

The art is simplistic but of course they will come after the concept, so at the beginning I didn't expect such an interesting game. I think you should really continue working on this game. Good job !