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A member registered Jun 08, 2019 · View creator page →

Creator of

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A ZIP file with all the ROMs can already be found at https://github.com/gbdev/gbcompo25 Direct link: https://github.com/gbdev/gbcompo25/archive/refs/heads/main.zip

Sources for the open-source entries are archived as individual repos here: https://github.com/gbcompo25/

We (GBDK maintainers) came across your youtube channel earlier in the year and have recommended them to our users, especially those using the NES and SMS/GG ports. We appreciate that you made them!

Love these detailed updates that you share, thanks for posting them! And cool to see your games ported to various GBDK platforms.

Have a couple games that have been up for 5-6 years now. It would be nice to see their trends on a longer time scale than 1 year.

The current charts are great for recent data, but the limited range (1 year) and narrow aggregation (day or week) make it harder to see how the game is doing over a long time span.

If the aggregation range could be increased to Months and potentially Years, and the range increased to at least 5 years that would be helpful.

Alternately an easy way to export the entire download data to csv format.

Oh… maybe it’s worth revisiting this at some point now that I have a 4-player adapter implementation. :)

Thank you!

Thanks for the answers, looking forward to a full release!

I got this crash as well. I was intentionally running the older compo/jam version though. Had a good time playing it.

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Loving this a lot (gameplay and mechanics, difficulty progression, music, aesthetic).

A couple questions after playing it a bunch:

Can’t tell for sure, but it seems like when two different sizes of blocks will be formed after landing a piece, whether they break a 3x sequence depends on the order in which they’re created on the board.

  • Is that actually the case?
  • If so, it would be nice to have special handling which either always broke the sequence or always didn’t so that it was predictable.

On some of my d-pads that are a little more squirrely (analogue pocket) I occasionally get unwanted direction changes in worm mode (such as UP when pressing RIGHT). Some of this is surely my error, but it doesn’t happen much on better d-pads (clicky gba sp).

  • Does the input handling filter out diagonals entirely (i.e. blocking both in cases where UP and RIGHT are pressed)?
  • Or in the case of a diagonal does it pick one of the two directions based on some criteria?

(What feels like input buffering seems to work well btw)

Well put together little game, love the cat presence.

Stealth K only car? :)

Hope it’s not a spoiler: Go Right

This is such a cool and fun way to have made a Game Boy program/ROM, very impressive that you pulled it off!

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These additional instructions are helpful and make the game easier to get into!

Having them on the main game page (along with a note about how the monster card next to the weapon fits in) might make it easier for other people too.

(An instruction page in the ROM would be a great option too)

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No worries, just reporting so the issue is known.

Would be great if someone made a baba is you demake. A while back I looked around but haven’t seen one yet. There are some open source clones which would make a port more feasible.

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Found a small bug in tile editing mode:

Enter Tile Edit mode -> START -> B -> some times the location cursor sprites are no longer visible.

I think they are still getting moved in the OAM, but their tile is set to one which is all clear. Mainly happens for the first 3.

Edit: The tile select mode copy/paste instructions look like they might be reversed? START seems to paste and SELECT seems to copy.

And, a lil drawing:

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Very cool to see this project released. I’m looking forward to seeing what people make with it!

I suggest adding a #gbbasic tag to projects on itch that use it so they’re easy to find.

There isn’t, the closest is the “GB-Wordyl Box Preview Artwork” image file which is not 300 dpi.

The way to get a box (or one to scan) would be to pick up the Ferrante Crafts boxed cart version.

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Have played quite a bit of this now. Looking forward to reaching the 2k crash while it’s still an option. :)

It could be that making it randomly fair (as opposed to designed levels) might be algorithmically challenging, but perhaps there are ways to do that reliably. And/or ways for the game to ease back under certain conditions (such as halting lava climb while there aren’t enough landed blocks above the high water mark).

I guess it shouldn’t be surprising, but with more practice it’s become easier to get out of jams and jump around some edges. Fun to feel some progression.

Cool to see so many types of puzzle games packed into a single rom. The interface and ui have a nice feel.

Awesome!

Replied by email

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Thanks! Getting better gradually:

A couple more minor thoughts

  • Love that game over tally screen. It’s so pleasing to look at, all the parallax and little animations. Pure gold.
  • I assume there will eventually be a way to visit the high board(s) aside from a game ending
  • If it existed, would be into a longer-play chill mode where the (fullness meter) speed ramp was a lot more gradual. It gets fast paced fairly quick right now which is fun, but I could happily enjoy zoning out playing this for longer stretches at a more relaxed pace. Right now I have to start link-pausing frequently to plan enough to stay ahead at higher levels (my brain gets slower and slower as I age haha).

Really loving the art & style and enjoying the mechanics. Played for a while tonight and got a decent sense of the game and a modest score.

A couple notes:

  • Seems like the fullness meter continues to drop while the board is being cleared and updated? Would be nice if that paused during that as it seems like there’s a bit of a penalty for making longer chains of slime colors that are already completed (since they don’t refill it).

  • The A button doesn’t seem to register for a number of frames after clearing, or feels that way. So if it’s pressed too soon then it gets missed. And if you’ve already pressed the D-pad to start linking then the cursor ends up misplaced and requires backtracking. Would be nice if A button held down intent was noticed coming out of slime clearing state and applied before applying the first D-pad movement.

  • I can’t tell if it’s intentional or not, but it feels like bit of a loophole that the full meter can be paused when the A button is held down and at least two pellets have been selected. So it can be left it there indefinitely to look around the board while the game is held in a sort paused state (but not fully since the clock still ticks).

Two things that would be nice:

  • If loops auto-closed in scenarios where they could be (when end directly adjacent to start) when the a button has been released. Sometimes I flubbed and missed it the last dpad movement, having the game recognize that would be helpful.

  • Being able to cancel / back out of linking slimes up. Like Pressing B, Select or Start while A is held down. Sometimes you realize it’s a mistake but there’s no way to stop once start.

Anyhow, really enjoying it and hope the feedback is helpful (whether integrated or not :D). Thanks for posting the demo!

Thanks for catching that! The build process was a little broken. Should be fixed now + added details about how to run the md0 builds in the Super Junior SameDuck emulator.

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Hey all. The deadline is very close, here’s a quick checklist for your submission:

  1. Important note! We added a new form question ~a week ago about a possible compilation multi-cartridge (details in question). If you have already submitted before the question was added, please revisit the form and fill out with your preference for that.

  2. Be sure that you attached the GB / GBC rom in the “Uploads” of the entry you are submitting. The file must have “_jam” in the filename, such as “mygame_jam.gb” or “mygame_jam.gbc”. If you wish you can include additional files such as manuals, documentations, source code, etc;

  3. To be eligible for the OSS bonus, you must include a compatible LICENSE file in the source code you deliver. Be sure to review Rule 5 for the list of acceptable licenses you can apply to your code and/or assets. You can provide your source code in either of the following ways:

    • As a link to a public git repository (e.g., on GitHub or GitLab). Make sure the repository is publicly accessible. Place this link in the “Open Source repository” field in the submission form.
    • As an attached archive file (e.g., .zip or .tar.gz).
    • (Optional: you may also include it in Edit Game → Top menu → Metadata → Side Menu → External Links → Type: Source Code.)
  4. We will download every entry after the deadline and the judging will take place on those files. Be sure the ROM file uploaded at that moment is the intended version. You can keep updating the itch.io entry after the deadline, but we won’t take that into consideration for the compo.

  5. Check that you have access to the email set in the itch.io account, since it’s the one we see on itch.io and the one we will use to contact you.

  6. If you have issues uploading or submitting your entry on itch.io, email us: gbcompo <at> gbdev.io

Good luck!

Please also take a moment to review the rules overview: https://itch.io/jam/gbcompo25 and the full rule set here: https://gbdev.io/gbcompo25.html

You can submit multiple updates. Only the last version submitted will get reviewed by the judges when the deadline is reached.

If you’re previous/existing work falls under the category of game engine (sounds like it may) then that is ok to re-use as there is some exception for that in the rule requiring work to be new and original (see first item in list below).

Work outside that scope such as levels, etc would be different. Assets can be reused but should be noted if so (would fall under the same category as asset packs).

https://gbdev.io/gbcompo25.html#hardware-criteria

‘#19’

Your work must be new and original. You cannot enter with something you were already working on before the start of the jam. The majority of work should be done during the jam. If in doubt, please ask us before proceeding.

Examples of things that are allowed:

  • A brand new game using your own (or any) existing game engine.
  • A remake of your (or someone else’s) game for a different platform, but with new code and assets.
  • A brand new game you barely started (e.g. you only made a title screen or a mockup of the gameplay).
  • Using templates, tutorial code as starting point (when they’re license allow to do so, e.g. gb-boilerplate) ..(continues, see link for full details)..

Here’s pix on a original GBC with unmodded screen under ideal lighting conditions. Sunlight can be bit trickier to get full lighting without glare, but people who are playing that way would be used to that.

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Awesome to see an update. Had a chance to play through until the second boss-like entity (at which I died and so need to play some more :D). Looking good and playing well.

Can try to check on an actual GBC later - is that just to check actual hardware for issues or something like how it looks on OEM screens? SameBoy is very accurate btw, so if you’re using that and not seeing issues (and not doing anything super quirky outside normal GBStudio things) then you’re most likely solid on hardware.

Edit: It would be nice to be able to skip the intro on replays. Looks good and plays well on a GBA SP. Everything is a little small on those old screens but all still recognizable and playable.

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Looking good. Thanks for fixing the exceptions. :)

Yes, no problem with that.

  1. It is allowed to submit an entry to multiple events.