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A member registered Apr 10, 2015 · View creator page →

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This is quite satisfying to play around with :D

Nice presentation and very cool spheres :D

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I just got around to giving this a try, it's a fun little racer! The opponent AI is really solid and you've packed in a good number of features already. I think there's some small changes that could go a long way to improve the car physics, e.g. angular velocity and partial cancelling of lateral velocity, to let the cars turn naturally and skid when doing so.

Best of luck if you're planning to keep working on it! :D

Nice one! It feels pretty robust already. I made it onto the block so I'll take that as a victory :P

Oh my word this is brilliant! Tons of potential here, great presentation, would love to play a story campaign with these mechanics.

This is amazing! I love rush hour, and this is such a charming and clever way to theme it. Tempest hit it out of the park with the music too.

I only wish there was a control scheme where holding A grabs the luggage, releasing A releases the luggage, and you can slide by holding a direction rather than repeatedly pressing the direction. To me this would be more natural and easier on my thumbs x)

Do you mean hiding specific games or hiding entire tags?  I'd personally like the latter a lot, as I hate when I click "browse" and see dozens of creepy horror thumbnails.

Thanks so much! We'll look into adding support for this, though it might be impossible without an update to the EZ Flash firmware itself (as I believe the patch is intended for games that used the official SDK from back in the day). I'll have to investigate some more. :)

Thanks! Map is definitely something we're planning for the full game :)

The save data allows up to 2321 shards, but the count will display incorrectly if you have more than 65,535, due to the optimised number-to-string conversion library that we're using.

it's a real GBA ROM, made with Nim (a language that can compile into C, C++ and others). See for resources!

Thanks for playing, I admire your persistence! It looks like there's still a few things in the demo that are definitely too punishing. Especially the hitboxes of the rhino enemies - they shouldn't be able to kill you when they're dazed!

And yes, you're on the right track! If you decide to come back to it, try talking to the purple robot near the end of each route (he's not reachable on the gunless route though).

Hey! To make the 'packed' version we followed the steps to build RetroArch from source using MSYS2. For many reasons we'd have preferred to use a standalone GBA emulator, but they're all missing dynamic rate control which is crucial for a smooth 60fps experience.

The goal was then to get it as small as possible (RA is usually hundreds of MB). Looking at the available ./configure options there's a ton of features that can be disabled. We also changed the app icon and removed any theme assets that weren't needed.

RA likes to create folders and update config on the fly, so I'd recommend to commit the whole tree to a git repo before running, so you can easily see what's changed and remove the junk before zipping it up.

Finally, the launcher is just a simple Win32 program made with wnim, which copies the correct ROM for your language and launches the game like so:

retroarch.exe -L path/to/mgba_libretro.dll goodboy.gba

With regards to Steam, I'm aware of other emulated titles being sold (e.g. Iridion II), so I'd be surprised if a game running in RetroArch was rejected, but couldn't say for certain.

They're playing the GBA version of the game, likely using GBARunner2.

On DSi you can do this with software mods, or using a flashcart (R4i, etc.)

On DS / DS Lite, softmod isn't an option, but you can also use a GBA flashcart such as the EZFlash Omega or EverDrive GBA X5.

Nice one! Really tempted to get a DSi XL now so I can experience those chunky pixels for myself 😅

For Goodboy we're using our own stuff in the Nim programming language, but the easiest way to get started with GBA dev nowadays is the Butano engine (requires some modern C++ skills).

Check out for a full list of resources!

Hey, sorry for the crash! We've just put out an update which fixes it ^^

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You can often find them in second-hand shops, or on ebay! Just don't get an original (AGS-001) without a backlit screen mod, else you'll hardly see a thing. 😭

Also note that you need a flashcart such as the EverDrive or EZFlash Omega to play this demo on a real GBA.

We're using the Nim programming language, here's a video I made about it last year :)

Yep, the link you found is what the judges used :)

But, it's worth checking the itch page for each entry, because some games have received updates after the jam (including Varooom 3D, Inheritors of the Oubliette, Skyland and Knight Owls)

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Hey, (on behalf of the winners) thanks and don't worry, everyone gets jealous sometimes - but look on the bright side: there's a ton of cool games to enjoy now!

There's many folks in the community who are striving to make easier & more accessible tools for GBA dev, so I'm hopeful that we can lower the barrier to entry by the time we hold the next jam :)

Hahaha, the truth is that I was totally zoned out when I got that score. When I tried hard, I did way worse :')

It's really cool that you found a way to use Lua for this, I wasn't aware of the BPCore-Engine before this entry came in. Enjoyed it a lot! My highest score so far is 462 :)

Haha I did consider it! But decided not to because the jam has rules against "projects you already worked on" and "assets you don't have the rights to use".

It will happen one day, I'm sorry for the wait!

Hey, yes probably! Goodboy takes priority, but we have a bit of downtime while waiting on all the kickstarter bits to fall into place... And I couldn't resist doing something for the Jam ^^

Nope, we decided from an early stage that wrapping a non-GBA game in an emulator would be against the spirit of the jam.

gbsenpai is allowed because it's an engine rather than an emulator - the games are compiled to native GBA code and run at native resolution.

Yes, but only if your game is compiled for GBA using gbsenpai.

(your submission must be a ".gba" file, not ".gb" or ".gbc")

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It sounds appealing but sadly it hasn't been updated since 2002, it's using a very old version of Lua and the examples are not beginner friendly :(

local counter
local OAMPos=OAM
for counter=1,128 do

Compare with C using libtonc:

// Hide all sprites
for (int i = 0; i < 128; i++) {
  obj_mem[i].attr0 = ATTR0_HIDE;

Or my own library in the Nim programming language:

# hide all sprites
for obj in mitems(objMem):

FreePascal sounds fun, they seem to have a libgba wrapper, but neither the original or the wrapper are very well documented.

There's a user (PlakRast) in our Discord who's making an Ada-based toolchain, which seems very exciting. So if anyone is looking for a Pascal-like language you might wanna ask them about that :D

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Cool! Are these environment settings persistent thanks to the .deb install?

export DEVKITPRO=/opt/devkitpro
export DEVKITARM=/opt/devkitpro/devkitARM

Hi! The easiest engine for GBA dev right now is Butano, but it requires C++ skills.

Don't underestimate yourself though! With the right learning material (e.g. book or video tutorial) it's possible to gain some C++ language experience in a few weeks, then you'd still have 1-2 months left to actually make something for the jam :)

We have a dedicated Butano channel in our discord too for help with the engine itself.

Yes! Generally, using existing libraries and frameworks is fine, as long as the game itself is not something you've already been working on for months.

Hey Route126, are you on the gbadev discord? Kievan is reachable there (see the #gbajam-matchmaking channel history) so you might be able to get in touch quicker that way :)

Hi! There is currently no "easy" tool like Game Maker or GB Studio for making GBA games. The closest we have is Butano but it still requires good C++ skills.

Common software used for GBA dev includes