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CURSED BOOTLEG INC

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A member registered May 29, 2019 · View creator page →

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Finished in 162 shots, not ideal :'D but getting there was a fun time

Damn, that's impressive ^^

skill issue :P

Thanks - I've tested it myself on a GBA SP + Everdrive, but let me know if it works OK for you ^^

fuck

Looks like the Ability overview textbox that is always there on your turn before selecting a Bumper to launch. It's intended that you can check out your opponent's Bumpers to know what they do. Sometimes the game doesn't do the best job of remembering your previous selection, but you should be 100% able to scroll between all in-play Bumpers

That's non-modal Dialogue, just cycle L/R on d-pad to get back to your own Bumpers ^^

Happy bumping ^^

Lemme know which Bumpers you choose if you get far in the campaign

It was made without the Color Only mode, might've been that I was using an old version of GBS.

There's nothing physically stopping someone from playing it on a DMG, but... why? Why would anyone opt for that when varied palettes are a big part of the WoH art style?

Saw this on the Game Beaters' stream, looked instantly like GOTY material to me <3

One of those games where you think "Damn, I wish I'd thought up that idea!"

If I remember right, it should persist between scene changes ^^

But best to test this out anyways - e.g. scene A sets and displays the index in dialogue, change to scene B, scene B displays a similar dialogue to print the index number

Thank you for the music, it was thematically absolute perfection ^^

GBS is a lot more capable than people might think, if devs are willing to try different things ^^

uploaded, but I can't test it. Hopefully that works for you ^^

Love the idea of this <3

Congrats ^^ really interesting combination of game mechanics

Glad it could help ^^

Enjoy, happy developing ^^

Glad to hear it, thanks for playing :)

Did the labyrinth before the last boss give you much trouble?

Thanks so much for all the feedback :) let me know your thoughts after you complete Roll City's content.

I think switching to have the text draw instantly might be worth doing, tbh. That would also prevent overflow issues, which can be seen by skipping unfinished dialogue too quickly...

Also, I did think about obfuscating undiscovered faces (I do this in BUMPERS & BROADSWORDS MAXIMUM) but that would be easier to do if I'd planned on it from the start (just because faking array style data is soooo much easier if you use all the memory addresses at the start). At least you can hold Up/Down to keep scrolling :P that wasn't a feature for quite a while...

I think you should be able to press B to make the current dialogue instantly complete, then only the A button will skip to the next

Inspired by Pokémon and its Liquid Ooze ability ;)

what are these random letters?

Honestly I'd like to, but that might be a little beyond my skill level

Added a version without the filter :)

was punching the door the best option you had at the time?

Inkeeper Entity cards (for 1 GEM), Food Action cards, and (in the future) Healing Scroll Action cards. The cards dropped by Bat Monsters also drain some HP as part of that attack when you use it on a viable target :)

I'll fix this in the next update :)

working on that ;)

Can't imagine not having this plugin after using it, 11/10

nope, do whatever you want with it. All photosources for textures included are just grabbed from textures.com

I'd kill to know how you handled the ball/bouncing physics

writing "any key" wasn't 100% accurate on my part - it listens for any inputs the game already uses (e.g. z, x, esc)

Thanks for playing :) I've started remembering which Sigil is correct for School Scissors by using your nicknames for them

All enemies get a little HP/ATK buff based on how many Keys the player has

Ha, you're right. Just did a little test run and my change to let Trades happen even if you have that Bumper equipped seems to have caused this by accident. Oops :P