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Herresy

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A member registered Dec 05, 2017 · View creator page →

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Crypt of the Necrodancer meets gardening! I really really liked this game. The art was really cute, I felt the main mechanic you had felt really solid. Spraying the weed eater was kind of difficult to get a hang out but I think I eventually got a hang of it. I felt that by holding down Z and then pressing an arrow key it made it much easier.  I will say though it did indeed feel a little strange essentially having to headbutt enemies in lieu of the spray when I didn't have it, but I mean otherwise I feel like everything fit very well.

I am not sure what else you could do with this game, but if you ever built upon it, I would 100% come back to it!!

Well done!

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Ooooo. I really liked your sprites and your tilesets. The little particles from killing the enemies, with the little screen shake from firing your gun made everything feel really nice. I am really appreciative of you having some dead air time for jumps. That last little jump you have to do before getting to the last goal was really tricky until I realized that you allowed for some frames where you could input a jump input while falling. That was really smart of you to implement, and that's a good mechanic for games like this.

My favorite bug I encountered was that when you die, you can still fire your weapon for some time before it resets the level. I know it's not intentional, I just love little goofy stuff like that personally hahaha.

The only thing I didn't really vibe with was the default controls. This jam is really tough for me because I don't have arrow keys on my keyboard, so I am really reliant on people having the option of using WASD for their games. Thankfully you graciously decided to have that in your game, opting for "A/D" for you movement. The only issue was it made using LeftCTRL a little awkward to shoot using that movement option, but whether intentional or not, I found that I could use left click to shoot as well, and it instantly made everything feel a lot more comfortable.

If you added more content; levels, variety of enemies, maybe different guns / powerups, I could see myself playing more of this easily.

Well done!

When I saw the screenshots, I was expecting this to be like a "1943" arcade game clone, but what I got instead was this interesting surprise of a game! I really liked the like landscapes you were able to make with your sprites. Like, "PEARL HARBOR" , to me, looked really good, from the coastline to all the little building structures. 

Dog fighting with other aircraft felt fun from a control standpoint. Really liked the tense feeling of being chased by them; having to frantically move else be peppered by their bullets if I fly in a straight line.

I like your concept of this game. My only big critique is that I feel that the enemies are both too responsive / too fast right from the get go. For example, I feel that if maybe the stationary turrets were a bit slower with turning, maybe at least initially for the first stage or two, it would give a much more forgivable learning curve. The planes already move at a relatively fast pace, so I think it may be a good balancing decision since the playing field is already skewed against you. Maybe I just suck, I did die like five times on Tutorial 1 lmao.

All in all I really did enjoy playing this. I liked you take on this type of game, and I definitely see myself wanted to play more.

Well done!

I liked the quirky dialogue. It made following through to the end of the maze enjoyable. I was able to collect all the "things" as well and I really liked that final bit of dialogue in the end.

It was an interesting adventure all in all. Thanks for submitting!

i    a m   y o u

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I totally understand. When there's an imposing time limit, somethings need to have higher priorities and such :p

I mean, that decision is ultimately up to you, especially depending on how you want your game to feel, I've seen both styles done with very good success. If I were to take a guess, I might go with having a flashing overlay on top of the boss sprite too, in lieu of a healthbar. That would give more than enough feedback for the player. One of the beautifies of SHUMPS is the tension that kind of builds during a scene. So like, for example: if a player is in a boss encounter who happens to have really erratic patterns, or launches a lot of projectiles, without a health bar, every hit of damage the player throws out leaves this looming feeling of "how much longer do I have to go?" . It forces them to have to remain on their guard instead of falling into a reactive lull.

That's how I see it / my two cents anyways! Hahaha!


Yeah, you have a good point. Heck, this whole jam taught me a lot about the original hardware of the GB. It really gave me a whole new appreciation for the things people have made on it, both officially and unofficially given its limitations!

I don't know why you call this a "parody". This is exactly how I remember the last arc of MGS3 going back when I used to speedrun European Extreme - FOXHOUND rank lmao 

This is a charming little game. Maybe I'm biased because I love MGS3, but I really liked this. The humor was fun, I loved your tilesets, and the music weirdly fits the overall vibe that was this game!

Thanks for putting this together :D

"they just try their best"

Stop I'm gonna cry

Wowowowow! Binding of Isaac on Gameboy, what an absolute delight! This is a such a wonderful treat. The only nit pick I *had* is when I first played, I was getting frustrated with the control of shooting the tears being so tricky. But then I read the one line in your instructions where you said you could hold down the fire button to lock in your aiming direction. Once I figured that out, this game played wonderfully mechanic wise.

Building this in C too, AND it can be ran on GB Hardward?? Kuddos to you; really really awesome. I'd love to see you build upon this; music, sounds, varying enemies, bosses, etc. I believe you could do this justice just from the framework you've built for this jam. I really hope to see more come from this, I'd definitely come back and play more!!

Outstanding job!!



This was a very interesting game. I loved your sprites, and the cinematic opening was very impressive! Music was really excellent too, however sometimes it would loop over itself really rough; it's hard to explain. It would like play two+ instances of itself at once sometimes and it was really chaotic! But switching rooms seemed to fix it. Only other nip pick I had was, at least that the beginning, the movement felt like a really weird mix of stiff but floaty. I got used to it though the longer I played.

Otherwise I had fun playing it! I did run into, what I think was a bug though that I found pretty funny. Right in the beginning area where the two first switches are, I could could jump into an open space and the game just ends lol. There's dialogue that talks about keys or something, but then it immediately transitions to "CONGRATULATIONS!" hahaha. I went back after doing that though and played the game for realsies ;P

Well done!

What an absolute cute game. I loved all the little friends. Great job on the pathfinding with them, I can't even imagine trying to get that all sorted out. A few times the little friends got in my way, but not once did I ever feel like I was stuck or couldn't get out. This was a really fun concept and if more was built upon this, I'd totally come back and play more!

Also-- you best BELIEVE I went and interacted with all the little friends I saw even though the sign said it was the end ;---;

Well done!

Wow! Very impressive looking graphics, especially given the color palette restriction. Finally a Super Monkey Ball-esque game that I was able to beat hahaha! You all did a wonderful job! This was a delight to play. Cant wait to see what else comes from you all!

uwu computer has only reaffirmed that I have smooth brain; no wrinkles

I really really liked this game. It is a simple and cute little puzzle game. I felt like all these puzzles did a great job of being both unique and challenging! I have just recently started learning about PICO-8, and as weird as it may sound, I think your game has finally sold me into buying into/learning PICO-8.

Well done!

What an absolutely amazing game! I can 100% see this being an eventual release on Steam/itch. If you could come up with a way to add like local multiplayer as well, this could be a really neat party game. But for what it is in its current state, I was completely blown away by the quality of it. From the graphics, to the audio, to the mechanic; this doesn't feel like a gamejam game to me.

Outstanding job!

The switching mechanic is really interesting. It took me an embarrassing amount of time that Orange room gave me a double jump. I just do not understand what Blue does, other than when I swap into it the second time, I just die lol. Maybe that's the purpose? Otherwise, the sprites were really good, and the little audio was nice. .

I would like to see this mechanic / idea flushed out more. I think it could be something pretty fun if built upon!

Well done.

Controls kind feel stiff but otherwise movement felt fine. I feel like state changing for the water is finicky; when I tried to jump from one stream to the other, sometimes it wouldn't register that I was back in the water and I'd just fall all the way back down or into my death. Otherwise your color palette was really nice and aesthetically pleasing to look at.

Nice job!

For being a "Flappy Bird Clone", this honestly is a solid little attempt. Controls work, and it plays nicely. I personally like how in your version, it's not an immediate game over if you hit the pipes. At the end of the day, you were able to put this together; you put forth the effort to make a thing, and you did it! 

If you make any updates or improvements, I'd definitely come back and see what you end up doing, as I feel like you have the basic core mechanic down pat!

Well done!

Absolutely beautiful game. Loved the squash and stretch animation of the goat. Really, this game is really charming with its visuals and music. The only issue I really ran into was on 3-1 with the Owl, I got stuck in a loop where I would be killed mid animation of the camera scroll, and it just repeated this over and over again. It would be a coinflip as to whether or not I'd actually be able to play the level lol.

Otherwise I really enjoyed it. Cant wait to see what else you all do if this is the quality you were able to achieve with a jam!!

Outstanding job!

For what you had, I feel like it was appropriate. I did struggle for a bit on the lava, mostly because if I didn't immediately hold down K, I'd fall right into it because of the gravity. It took a few attempts, but I eventually got a hang of it. Otherwise, the only other area that gave me some trouble was during the autoscroller bit. Sometimes it felt like the range for which the grapplehook would activate was deceptive, or would just be very precise. It's kind of hard for me to explain. There were just some moments where I would jump, and I thought I'd be in just the right distance to activate it, only to be met with the beeping sound effect lololo.

All in all though, I felt it was fine :))

This was a cute little endearing game. I really enjoyed it; it gave me some feels.
Sprites were all really nice, the audio was fine, overall I enjoyed it. The "deflated balloons" in the parents trash can gave me a giggle. That's definitely the kind of writing you'd in games like this.

Well done!

Personally, this is not my type of game, but I can see the amount of work you put into it. I can't imagine doing all the conversation logic, ontop of everything else you did in GBStudio. Hats of to you for it, that's pretty impressive. Otherwise, there were just some grammar issues I noticed throughout various bits of dialogue (mainly using 'your' in places where it should be you're and etc). There was also a line that said "grapeful" instead of grateful which made me giggle.

Some of the dialogue was really funny too, and some really made me reminiscent  of being a new kid at a new school / city. I feel like you nailed the overall feeling you were going for.

Well done!

Really simple SHUMP. Loved the little splatter effect of the mosquitoes; thought that was a nice touch! The victory tune was a nice little jingle too, along with the animation you had on the text itself.

Well done!

I'm hooked, oh my god this game is so ridiculous.
Aesthetically, the game is outstanding. The music is calm and wonderful. I love everything about this game.

Outstanding!

A simple SHUMP game. The sprites / effects were absolutely beautiful. Sound was very nice as well. Really the only nit-pick that I have is that I felt like there was no feedback from damaging the boss. So while I was able to beat him, I spent a minute at first questioning whether or not I was actually doing any damage to it. Nevertheless I really enjoyed this game. To me though, it doesn't feel like GameBoy game, the quality of it feels much much higher. Don't get me wrong though, I'd be stoked if I was a kid and had this as a GB game! hahaha!

I would love to see this developed on, it was really nice.


Well done!

Loved the grappling hook mechanic. Felt super fun to use at the game went on. Using the momentum to get to higher ledges was super satisfying. Your use of checkpoints was very good as well. This was really fun, I'd come back and play more if more levels were created. 

Well done!

I played in browser. I'm not sure if you had actual keyboard controls programmed, (I don't have arrow keys on my keyboard, so if you did, disregard this line), but I didn't care for clicking the placed on GB overlay to control the ship. Otherwise, the main survival mechanic felt fine. Definitely felt some tension as the levels went further, but I'm not sure if it was tension from the enemies themselves, or because I was struggling with the controls.

I agree that the ammo bar made this an interesting take; taking out multiple enemies with one shot felt really good too.

Nice job!

The main mechanic of picking up the key really gave me Mario 2 vibes. I really liked the challenge of level 3 and wish the were more levels. I played on a Xbox 360 gamepad, and didn't run into any issues or bugs in my playthrough, so good job implementing that option! Would have liked at least some sound effects in lieu of no music, but unfortunately there were no sounds at all :((

Otherwise, with the movement feeling solid, the core mechanic being simple and effective, I thought this was a nice effort. I would play again if more levels were added!

Well done!

Nice little puzzle game! I liked the mechanics of the items, and the need to juggle them around throughout the level. The background sprites were really nice, and I absolutely loved the sleeping animation of one of the enemies was absolutely adorable. Really the one nitpick, for me, was during level 2 when it was a darker pallet for the background, I had trouble seeing the fast circular enemies as they blended into the background for me. Otherwise I thought it was a neat little game and I had fun with it.

Well done!

Thank you! Neither of us are musically inclined, and while I tried to come up with something, I unfortunately wasn't able to come up with anything that I felt fit the game. Thanks for checking it out!

Thank you for your words! Yeah, admittedly the initial idea was combining Death Stranding with Desert Bus, and then it slowly turned into this. There were a lot more ideas that were tossed up, but we got stuck on how to make the game more interesting while keeping with the button input mechanic. If I were to ever build upon this, I think I'd want to make it almost like a Typing of the Dead game, but all in all, I was happy with what we were able to come up with in the time we had with our limited experience in doing something like this!

Really enjoyed it! Art was simple and cute, mechanic was utilized well; great job!