I appreciate the interest! Yeah defo, I don’t know when cause work is busy for next month or 2, but it’ll likely launch on pc at some point next year, could be earlier but the latest would likely be mid summer.
bumbleborn
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Sorry about that, I’m gonna try and put out a fix for people that have had this soon, just had a lot on at work.
I’m gonna add an interactable that will re trigger the final cutscene, and try to fix future crashes, I’m pretty sure they’re “out of memory” errors, so I’ll need to garbage collect manually or something.
That’s such a kind thing to say!! Thank you, I’m really glad you enjoyed the game :D it’s the kinda game I always wanted to play on it as well, I’m really looking forward to games like Comet and Owlets Embrace as well, in a year or 2 the playdates gonna have so many games that aim for a console-like experience! It’s tricky but the playdate is capable of so much!
Thank you!! I’m guessing the guard won’t let you through? If it is at that point, the crumbling ground might reveal a path down!
If it’s not at that point then lemme know I’ll try to help in more detail in a dm or something
There’s a thread in the games channel of the playdate squad discord as well, where players share hints and tips for the game :D
I have thought about it, I think I’ll start with a pc launch just cause I want to work on a game without worrying about performance and memory limits for a bit haha
But I have done a mock up of how it could work on playdate so I might plan a small version of it for pd if I have time! It might be better with it’s own cute little story since I’d have to change a decent amount mechanically
Ahh thank you, it’s a little convoluted so I can understand the confusion, basically you just double jump near any breakable rock, the boom from your boots will smash the rock! :D
It was an attempt at a new kind of metroidvania ability, I’m unsure of it’s success design wise but it does feel a little cool
I’d love to make a little demo for it, but I don’t think I’ll be able to anytime soon, I’m back at work and mostly focusing my spare time on bug fixes / extra content for a later update at some point.
I also love demos and knowing me I’ll at least want to make it a fun little thing with an objective to complete :D
Ahhh that’s awesome, thanks so much for playing the game!!
I’ll know in a month or 2 if I can justify the update that adds more to world, I hope so, it’s looking like it will so far! any update will add to the base 100% though so you’re completion will remain :D
Thanks, I love maps and pins but it becomes a grind if it’s all in there, stuff like this breaks up the gameplay and makes the world more real to me! I’m really glad it worked for you.
Back to optimising for now :D
Ahh wow, thank you so much!! This is such a nice thing to read, I will absolutely try to address a few of these issues in updates!
Performance of the game, especially in the second trial, along with how hard it is to find the last heart piece should hopefully be taken care of in the next update and that should be up this weekend!
For the riddle, Apathy is supposed to relate to it causing no concern but overall, riddle design is somewhat new to me, I might take another stab at rewording it.
Completely agree on the ending, I would like to add a very tiny cutscene to at least give it a bit of a climax. It was a victim of having to wrap up the game for release. Defo something I’d like to rework if I can justify a big update.
The player character being so understated is something I can understand not liking, it’s a design choice that has pros and cons, they’re kind of a proto-link (zelda) and as silent a protagonist as possible.
This is my first game in this series and I imagine that I’ll follow a similar trajectory, developing flourishes on the design with each new story.
I appreciate all this feedback so so much, I’m still stunned people are finishing the game, let alone caring enough to tell what they would want to like it more! Thank you!!
Ahh thanks for playing!
yee, the jam deadline came v fast, I can’t believe I got any music in haha.
I’m gonna work on a proper full version of the game with more dungeons, actual bosses and loads more after my playdate game ships
I made such a bad decision trying to do a widescreen game boy resolution, that’ll defo get fixed!
Absolutely loved the platforming parts! Genuinely really solid exploration, the art style is fantastic, I can see how much care you put it into and I just wanna say you’ve smashed this jam out the park!
I was not really fond of the battling, it was a cool concept but the balancing is wildly off, that giraffe fight was brutal, and then it bugged out afterwards, 4 animals is the point I felt like it had gone on too long and only carried on to climb the skyscraper, but then it bugged out at the end and I was stuck in the giraffe area, I dunno if there was more platforming after that but it did leave a sour taste, these things happen though and I don’t think it’ll impact how awesome your game is, I absolutely think you should keep working on it though, maybe pull back on the battling and develop the world a bit more, at least for me that was the more interesting part of the game. This is all my perspective though, you should really do whatever it is that you have fun making, you’re clearly going places with a skillset like this!
p.s. this is the area I got stuck, is the game supposed to end here?
Really cool visual look, I made it pretty far but everytime I played I died from running out of health, maintained low sanity always though!
It forced me to make a lot of hard choices and then I had to deal with the consequences. Solid game dude!
small visual bug where you can keep pressing enter on the start screen and it restarts the animation.
Completely didn’t realise it was gonna be a horror game haha, I’m not good with spooky stuff so it did get me at “the bit”. Well done though, not my genre but can’t fault it, you could absolutely make a bigger version of this, unreliable gameplay UI is an underused narrative device in my opinion and you smashed it!
Really good atmosphere, I enjoyed the puzzles once I got the hang of it but got stuck at the rules of three section, I looked at the hints but it didn’t help too much.
Honestly really good work though, I think if you’re going forward all of the hints have to be baked into the game experience, defo needs enter to submit as well.
I think starting off with a few much easier puzzles to make the player understand they are playing through escape room style puzzles that don’t rely on the actual information on screen would be good too, I spent a lot of time reading carefully and constructing my answers around the text rather than looking past the text and finding the answer between the lines.
Really good work on the presentation though!
Thanks so much for playing! I completely agree with all your comments, it’s very dull having to farm the stores, I wish I had time to add a way to maybe pay a bit of money to restock the shop again, it would have cut down the farming the store gameplay which was not intended, just a byproduct of running out of time haha
I made a Zelda Stardew game where the crops are your key items :D https://itch.io/jam/acerola-jam-0/rate/2583180
Ahh woah, that’s such good feedback, I’m super grateful for it and couldn’t agree more about the proposed changes, I really wish I put a mute button for the music completely slipped my mind.
Its my first pixel art game in unity so the resolution stuff is new, but I’ll defo be looking into making it pixel perfect post jam.
I’ll be sure to check your game as well, when I start playing through them all on the weekend
Thanks so much!