I did consider releasing this as a separate MFA and you've convinced me. You can find it on the project page now. :)
givemeskeletons
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The Link's Awakening style is super cute, and it's admirable that you were able to make a generated dungeon layout like Binding of Isaac. The gameplay itself could use some polish—I think you were using the Fusion default 8-way movement with bouncing on obstacles? Sometimes it made the sword face the wrong way, but it's still very cool.
Really cute little graphics. Very reminiscent of a Game Boy game, and the choice-based interface reminds me of the RPG elements in the NES Captain Tsubasa games. It's a really cool idea, although I think it would’ve been even more engaging if players had to choose an action during a countdown before it was carried out. There's potential to take this idea even further, so good job.
The game looks really good. I wish there was an input delay because I kept returning to the menu every time I paused, or bought an item accidentally by holding A for too long.
It's a cute tower defence game ala Bloons, although I struggled to understand what each plant did. Would've been nice to skip to the next wave once I was finished setting up too.
Thanks for the entry and I look forward to what you do next.
Well, that blew me away. Smooth, convincing ray casting with no plugins... this is technical wizardry! Huge thanks for releasing the MFA, I will enjoy sticking my fingers into it.
I love me a good spooky game, so this was right up my alley. My only constructive feedback is that I wish one of the buttons would either put you into a sprint or a strafe mode. Good work!
This is incredible! You killed it with the presentation, everything just oozes style—this is a 10/10 for graphics! The gameplay is really fun too, although it took me a while to figure out the bugs were meant to be kicked. Love the Super Bomberman style presentation here. It feels like a 16-bit version of a UFO 50 game.
I really appreciate the small details, they lend a lot of personality and make the world feel lively. It's also a lot longer than I expected. My only constructive feedback is that the speed powerup is a little difficult to control. I've given you a follow because I can't wait to see what you do next. You're a great game developer. :)
Thank you so much! Especially for playing it through to the end, I didn't think many people would.
I attribute the speed of development to my numerous failed projects, where I lifted much of the code from, haha. Hopefully the open MFA will help future devs to skip all of that.
Yeah, it was hard to distinguish the buildings in a monochrome style. That's a lesson we've learned about working in that art style.
Balance was by far the hardest thing to get right. I had spreadsheets and kept tweaking the growth formulas. Since I wanted to minimise the dependence on external files for the sake of the mobile compilation, I had to enter those all in manually through the event editor, which was a major pain.
Thanks again for playing it. I look forward to trying your entry soon, it looks awesome. :)
I think the jam's objectives needed to be clearer, like "build a short , repeatable single-screen arcade game ala Donkey Kong or Galaga." When I saw the criteria mentioning immersion, storytelling experience, multiple menus, etc, I thought we were being asked to make adventure games.
Regarding the 15 minute video, I think it should've been something that people were invited to do if their games were successfully selected by the judges. Then you could send them instructions outlining everything they should talk about.
Releasing the MFA publicly is a very cool idea but creators working for free do get attached to their assets. It doesn't bother me personally but I can understand it bothering a lot of people. Maybe this could've been two separate jams—one to show what Fusion is capable of and promote the platform, and another with accessible MFAs made using free asset packs.
There were many good questions in the posts that could be included in the next PixelCRAM's overview. I love Fusion as a platform so I really hope you guys do another one—bianually perhaps?
Hey, thanks for the review!
I would like to release a balance/QoL patch but yeah, this is going to stay a jam game, so no additional story content.
Balance is something I didn't have a lot of time to review before the deadline. Originally, the encounter rate was higher and reaching Level 4 before the tower happened organically. To quickly compensate, I added more collectables, but I confess this was a band-aid solution.
The bomber was meant to be a "countdown" enemy but I didn't want to rework the enemy AI too much and potentially break anything before the deadline. I might revisit this later. At the very least, I think I'll remove them from the first area.
Changing the respawn point was something I really wanted to do! If I do any updates, this will be the very first thing I add.
Will the final compilation app be made for Android and iOS?
If so, can we use the Android Font Packer to embed a font?
And for iOS, can we expect the Jam hosts to include the font in the Resource folder and update the plist for it?
Lastly, can we include INI files in Binary Data? And again, will the Jam hosts make sure this works?
Edit: I just saw another post about this.
If it's easier, I can just try to make the game using internal assets only.
Hey, I appreciate the input.
If that's one of the stages with the cannons, then I'm not sure — didn't test those on HTML5 so the timing might be off.
I also think the difficulty ramps up too quickly, so maybe I'll go back and add some easier stages inbetween.
Yeah, maybe I'll just add a few more stages, throw in an ending, and then release the first version without sound.
Honestly, not super. I abandoned this project because I felt like the core gameplay loop wasn't very good... but so much is complete that it's a shame not to finish it.
I also don't know any musicians who can compose Game Boy chiptune either. Link below if anyone wants to try it.
https://givemeskeletons.itch.io/graffiti-circuit?secret=ZPtOXGyWbygGsf99iIPJ1Ts7...
I really appreciate the feedback! The music is by the super talented Angel Cintado. :)
I agree with all of your points. The rocket enemy was originally too slow to react once a player entered a room, but I accidentally made it too brutal after tweaking it – my bad! This will definitely be patched once the jam is over.
I feel you on the diagonal aiming. At first, the player stopped momentarily when firing, but it slowed the pace too much. I added the triple shot as a compromise for players who struggle with it. I considered a movement lock button but didn't want to overcomplicate the controls. Maybe in a future update. If I did, I'd probably replace the triple shot entirely.
I'm too busy to take requests right now, sadly. :(
There's no reason for Fusion, it's just what I've used for years. The text is just an IBM VGA font, no special object. There's nothing authentic about it, I just superficially made it look like an old ASCII game.
I imagine using an engine like Twine or Quest would probably have been easier, but I'm not familiar with them.
I'll check out Usurper!










