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Horatio Fresh

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A member registered Oct 12, 2018 · View creator page →

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The coin flip is absolutely winnable and displays correctly if you do, after that there's another game of cards and the final level is a D4 roll, which works mathematically but has a glitch where it always displays "4" regardless of the roll result. Thanks for playing!

as a fellow GBStudio user I could tell you were right there. I had to write a wild script in my game to check the scores between the dealer and player and I think you had some similar challenges. Hopefully the info helps you isolate it and work it out.  I wanna see the ending!

I did try to erase the save but I’ll give it another shot sometime.

I ran into some soft lock issues, the main problem was my SAVE kept sticking even when I opened up the game in a new tab so I wasn't able to start from the beginning again, I really wanted to give it another shot! I enjoyed the exploratory nature of the game and all the little upgrades were fun to unlock. The music was fun too, who doesn't love a Jazz Racoon! If there's one major fix I'd suggest it would be going with a different background pattern on the walls. The way you used dithering to open up the players field of view was a creative approach but it can be really visually jarring at points. Something like a bigger brick pattern might help things look a little less flicker-y.

This game makes me feel like I need a drink, in a good way!

Cheers!

I noticed you submitted this with 9 days left. It seems like it definitely could have used more time. It’s a start and it is complete but it could use some polishing for sure.

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some of my favorite art in the jam, I really liked the palette swaps when you time travel. The cursor thing has been mentioned that was the biggest thing that slowed it down for me. Some sort of inventory would also be helpful. I’ve only had time to play it once so far and it seemed like there were some non responsive talk boxes later in the game. They didn’t get in the way of finishing but they didn’t have the same “no one to talk to message”. Overall a great change of pace, cool character design, awesome backgrounds.

Just finished it with the true happy ending 

always a fan of a wise turtle, wondering where the story of the onion will go

I like the idea of Russian roulette with an item shop. It was short but fun. I agree w/prior posts that being able to go straight to the back room would improve the flow. There’s an interesting trade off you set up with with rolls having a built in risk/reward ratio. I think the math just needs some adjusting, it’s really hard to survive enough turns (not that you’d want to) to fully interact with the item shop.

These backgrounds are fantastic (the dining car is rad!) and the sprites are great too. It didn’t seem like I was able to get any of the missions completed, even when I tried interacting with the corresponding objects. It didn’t seem clear whether this was due to bad dice rolls or what. It led to a lot of resetting, a version of this where you could work on more than 1 NPC task at once would be a lot of fun. It’s a nice start and I enjoyed exploring the train.

I like the idea of a little horror game, the first part worked well and I enjoyed finding the items . The house was fun to explore and looked great, I liked the angle not being totally too down.

but the battle at the end needs some fixes.

The major things I noticed were:

-items collected did not line up with what was listed in the menu, I tried multiple play throughs and when I collected all 4 items the menu listed “LDR PIC” twice (in the 1 and 4 slots)

-Items selected in menu didn’t line up with the correct text and damage, ex: selecting “7 Coins” initiated Text regarding the Tacks

-The Battle loops, it let me go into negative health and kept telling me “You Died” but the battle continued, then when i got the mirror into negative health it said I won but again the battle continued. Nothing ever initiated an end screen or reset the game.

It looks like you’ve got a lot of variables in play. I’ve run into similar problems in GBStudio, I always find it helpful to look at things with fresh eyes. I’d be into playing a finished version of this game.

It’s potentially a really cool battle system if you can iron it out.

the art was cool,  Music was fun too. I did get some sprite flicker on one screen but no major glitches. It’s short but everything works well, the cut scenes were ambitious. 

One of my favorite entries so far, frustrating in just the right way. I haven't beat it yet but I'm going back for it! It was super fun to play a non traditional platformer in this jam!

Danke!

the dripping animation looked great, I’d definitely play a bigger version, I was looking forward to doing some fishing tbh 

Liked the art a lot, music was solid. This game could really use some sort of intro or tutorial though, I was scoring a lot of points and it looked cool while it was happening but I wasn't really sure why. I played through a few times and  got the jist of it as I went but using the shuffles didn't feel particularly meaningful. All the boosts were cool in theory but I think I found some OP combos because I was doubling the target scores in rounds w/o even really using any shuffles. It's a cool game maybe a bit of a difficulty adjustment would help.

I liked the art a lot and the music is fun and driving. The concept of the game is cool, I played a ton of Pipe Dream on GB and this reminded me a lot of that. 
unfortunately, I couldn’t play past the third screen or so. I got a glitch where the select box just looped an animation. It seemed like pressing select reset the screen but not entirely. I will say it was fun to just walk around the overworld as the character and run into invisible walls, now I know how pokemon speed runners feel. I reset quite a few times but kept running into the same glitches not matter which path I chose at the beginning or which pieces I placed during game play.
With a few fixes this could be really fun.

it’s short and sweet but so polished, I played through it a few times. Won more often than I died, but just barely. great art and music. Although a little more detail on the player sprite might help, but the boss character was great. I also liked the amount of detail you got on the dice sprites. It’s sets up such a cool premise for a longer game, I see the potential here, I would definitely play a version of this with a bunch of these caves.

I really like this palette, nice contrast to get the most out of 4 colors and make things pop. The combat system was excellent and I liked how dense the rooms are, it’s a really big small world. The isometric angle was cool too, I’ve played a lot of 2D platformers and top down games lately so it was a refreshing change of style.

The art was fun, the use of a non traditional player sprite was an interesting choice but I like it.

The barrels need some major changes to their movement, I found multiple spots where you can just hide out and rack up points forever. Some of the ladders felt more like ramps too, part of the donkey Kong feel is have to press down or up on the ladders. Just walking on the ladder seemed to start the downward motion.

A fun demo, the big cat is a cool dude!

I like the overworld music a lot and the all the overworld sprites look great. I couldn’t get to fixing the roof so it was pretty short but it’s a nice start.

overall a fun little game and a nice start. Going solo on a jam has a lot of challenges. There are two things I’ve found helpful to make sure I get entries in with music. 

Recently, I’ve started outsourcing some of the music. There’s a lot of people that want to be part of making a game but don’t want to do it all alone. Find some folks to team up with and it takes a lot of pressure off, especially if you’re new to Trackers or Music in general.

When I’m going solo I usually start working on a song the first day, with something very simple that loops nicely, it doesn’t have to be long or complex. Then the rest of the jam I just need to make little tweaks or work on more music. From there it’s also easy to copy and make iterations of your main track.

The graphics are cute but could use some embellishment. I really liked the actor sprites for all the equipment in the cafe. I’m a bartender so a game about making drinks is pretty relatable. Cafes tend to be really tight spaces, at least behind the counter. Moving some of the actors closer together might help ad to that stressful feeling of working in a crowded cafe.

I noticed on the walk to the cafe the cars appear to move backwards due to the parallax scrolling. An easy fix for this in GB Studio would be to you use 2 separate rooms, one for going to work and one for going home. If you revers the background image it will make it look like the traffic is moving in the player direction.

The fourth wall break at the end was fun, you got a laugh out of me, some self aware humor always helps. 

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I appreciate the nuanced feedback. I had to give up on making aces work as 1/11’s early on, I gave it a shot and at a certain point it was problematically buggy so I had to drop it for scope. 
similarly, I tried using large Triggers for the hit/stay buttons but things weren’t going well during my limited playtesting time. Opting to use actors just made the game more playable. It was more important for me to ship something that played well and that meant compromising some quality of life stuff.  It’s a weird trade off, like if the menu doesn’t take as long is the feedback on the music as good? Idk these are just game jam thoughts.

Mostly though “I got a little obsessed with it” is the highest compliment I think anyone can get as a dev, truly, that’s the goal. It sounds like you really took some time with my game and I appreciate that.

As far as the cat goes. That’s my Brother’s cat Tina, she lives in Hawaii and regularly hunts geckos, it’s a pretty good gig.

Also, played your game last night and really enjoyed it!

I’ve done GB covers using guitar tabs before, it can be a little clunky but I’m sure you can find tons of WS tabs. Any time I’ve used that method I just kind of transpose everything to the Key of C so I just have to worry about steps instead of notes.

It's always good to see an entry that runs on GB, it looks like you built this in GB Studio. It's a fun concept but it needs some polish. A lot of the art gets kind of lost between the blue and green tones being at such close values. The biggest thing I'd suggest though is going over your collisions. I thought I soft-locked the game after going under the ladder at the Leprechaun's house. On the second try I realized it was just a very narrow gap. Leaving a little extra room makes it more engaging for the player and that helps encourage exploration, especially in a game like this with a lot of little side quests. This could be the start of a fun little game with some improvements.

Obnoxious and gross, which is what i think you were going for.

Fun but very difficult.  Music was a blast, solid graphics although I'd suggest outlines on some of the sprites and maybe a slightly higher contrast palette, it always helps games like this to be more legible.  I really liked the Castlevania style weapon!

This is great for a first game. It's really short but everything looks nicely polished and it plays well for the most part. Some of the damage you take as a player seems to be unclear and there's a bit of a clipping issue with the ladders that I noticed. Graphics were nice, music was good, keep practicing!

I put the ROM on my Miyoo Mini along with a bunch of the other Jam entries and it played and sounded great.

My game Mega Mall features a cover of Shortnin' Bread and the first GB Game I ever finished was Hall of Hoops was really just a reason to cover Roundball Rock by John Tesh.

I gotta check out your Game Boy Hero stuff too! 

Loved the intro, it sets up a fun little story with some cool art. I like this style of a small but dense game, I'm looking forward to going back to find everything later. It can feel kind of obtuse but it does ad depth and replayability. The soundtrack is super good too!

Good music, great art, especially the palette selection and main character animation.  I put a fair amount of time into it but I'm finding it pretty difficult, the switch backs on 2 balloon combo early on is kinda rough. I'm gonna have to come back later and see if I can get a little further. Gamepad compatibility is a major plus!

I haven't had this much fun watching a degenerate gambler run from danger since last time I watched the Sopranos.

Great platforming, it felt chaotic but fair. The difficulty ramped up well and the generous amount of check points helped it not feel too frustrating cause there was some Castlevania RNG on a few of those lightning strikes. The last stretch before the Boss "fight" was a doozy but it made getting to the end feel very rewarding.

it’s always better to submit something short or even unfinished than to miss the deadline on a jam. Honestly this seems more suited as a passion project than a Jam submission IMO. It’s very derivative, which is fine, there are obviously lots of games influenced by PKMN but the use of assets from those games breaks the spirit and rules of the jam.  There also seems to be an issue of scope but that’s always the hard part of a Jam even when you start with a “small” concept.
I do like that it runs on GB and there were some cool features, I was also very charmed by that light switch.

Great graphics, loved the big Zombie and the TV intro was fun. The music is nice and ominous. The gameplay itself was a bit underwhelming but hey it's a micro game, it feels like a nice start to a larger project. GBStudio has a ton of potential when you get into it, hopefully we see more ghoulish games from you in the future.

Fun physics for sure. A little bit of music would make this feel more atmostpheric and a clearer objective would make it feel like a more traditional game.

I liked the music but it is incredibly loud, I had to turn my volume down to right above mute and it was still blasting. Cool palette selection and unique story for the jam's theme.

I had a great time playing this one, I’m looking forward to unlocking all the endings. I really like the design of the fish king too and the big art during the credits is fantastic!

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great sprites! The characters are charming and all the animation sequences really add some flair, the horse is a great little dude.

I think a version of this game where maybe the rolls are limited could be really interesting, something where the monsters fight back could ad a whole new element.

Oh and in my 3 runs my roll counts were:

28/51/45

I Really had the beginners luck on that first try.

28/51/45

Lots of fun, would have enjoyed it if it was a bit longer but it felt complete and that’s one of the hardest things to get done in a jam game.

Some music and SFX would have really set it off.

it was cool to play something in the visual novel style that runs on GB. It was very relatable, the frustrating play added to the narrative, the repetition of the music added to the feeling of being stuck. Definitely one of the more unique games I’ve played for GB.