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jeffzzq

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A member registered Oct 06, 2023 · View creator page →

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a ~2 min trial playthrough is located here:

maybe i could have improved the tutorial or "call to action" when maneuvering the game though Overcooked doesn't necessarily have that Plate-Up technically has the timers counting down. I suppose this player didn't see or understand the minimap at the top, though the cars look exactly the same so it is hard to intuit where you are. 

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There are several guides online + youtube, I didn't need to buy a flashcart. Just a formatted SD card with several utilities. I also used a Japanese DSi as these were much cheaper on ebay (~$45). Guide: https://dsi.cfw.guide/launching-the-exploit.html

I think there were a few buffer overflow exploits available but i definitely used the camera one. Also I think the emulator is a port of mGBA. I had some problems with the SNES emulator but no issues with the gb/gba one. hope this helps

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if anyone is curious:


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wonderful! thank you for the detailed response. honestly i love that it sparks this sort of feedback. you can probably tell i had a bit of that spark but somewhat failed at the implementation (like the tasks all being the same). i think the core of the multiple tool "bug" is "wow i am so powerful and doing so much!" which is quite fun and rewarding (one other person commented that they were "really cooking" haha :D). i think the variety in the tools or variety of the tasks could give a bit of each. the tools solving on the same floor was done so i could play 3/4 players on NES which didn't even really end up happening (the original nearest job algorithm wasn't very clever)

i don't think i'll continue work on the gameboy / NES side of things but it has made me think about other simpler two player games that I could try for the next jam, perhaps even some that are simple enough for the link cable. I would like to revisit this idea soon, mainly out of my own desire to play with my family and friends. feedback like this helps a lot! thank you for playing!

thank you for playing!

thank you for playing! i think a bit more planning on my part might have helped the tasks become more diverse + maybe free some time for the music. the multiple tool juggling could also make for a nice cover art image, too!

ahh true, like more of the screen could be dedicated to tasks. the map design was supposed to make more sense in multiplayer: collision + route planning / coordination. with one person it is only unusual (especially as you don't really need to go from bottom to top in the same car). thank you for playing + thank you for the input!

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thank you! it was only after i built the sample map that i realized the ripples wouldn't work for all tiles...
well it was still a fun jam to learn these mistakes before trying something bigger!

thank you for the kind words + thank you for playing! 

thank you for playing!

thank you for playing!

pretty fun platformer. i was really struggling early on with one of the vertical segments (I think maybe the 5th or 6th objective). some of the time, the ladder would fall on me and sometimes it wouldn't. i also think the mirror won't smash when you are falling or maybe too late in the jump. still pretty cool even if a bit difficult for me...

thank you for playing! yea I didn't have an elegant solution for the stairs coordinates / pathing. i suspect the squished sprites and compact layout made it less intuitive. I'll keep that in mind!

thank you for checking it out! hope it was fun for at least a bit

thank you for the feedback! I think early "max tasks" upgrades lead to the stand and collect rewards behavior. I thought it might enable people to stack a bunch of unlocks and THEN expand cars + tools + more max unlocks. By the time i was at the point of balancing, I was still a bit unhappy with the monotony of the tasks. well ¯\_(ツ)_/¯ maybe I can make something more harmonious next jam...

haha I agree, it would be quite impressive to watch! thank you for playing!

Yup, definitely could use some music! I have a habit of leaving that until the end as I have the least experience with it... when will I learn my lesson!

i have no clue what is happening but number go up! i got 1658 on my run. i like that you can shuffle mid run. if the combos aren't hitting you can sort-of brute force it. 

hmm I gave it a try but i can't seem to figure out the second level. very cool idea and great interpretation of the secondary theme! it is interesting to see SDL used. If you enjoy writing C/C++, I would recommend giving GBDK a try :)

thank you for playing! I'm glad the vision is there. definitely motivating to hear kind words + feedback!

thank you for taking a look! i was worried it would be confusing (like "where did the sprite go??") but it really ends up being fun smashing all the tasks at once

thank you for playing! its good to hear about the progression, I haven't really made a game with it yet so I'm glad it was satisfying

hmm the spin sound is a bit loud / piercing. other than that it was pretty fun to play

interesting concept, max i could get was 27. kinda neat to have quick rounds to grind for higher rng

i like the aiming style for the gun, it makes for a nice balance

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this one is fun. reminds me a bit of Paperboy so nails the Game Boy vibe along with the secondary theme!

nice game! i like the balancing / mechanic interaction. no bugs in my run. only request would be a way to open multiple packs.

damn, this is a really good idea. i think its interesting that the bug makes you restart and then we can see the maps are randomized (cool!)

nice art and story! I really like the cut scenes at the beginning

i am also at a loss for words but i think "hilarious, yet repulsive" is the best i've got

thank you for taking a look! i really appreciate the detailed feedback. i am glad the vision is there even if the tools / tasks feel a bit "simple". the tool use suggestion makes sense (i was thinking something like "tool belt" to possibly reduce clutter). also specialized cars or tasks per tool to make each a bit more unique. or perhaps customers standing up / moving around. sigh...

it is fun to use GBDK / C but I think the development speed is quite slow. maybe give it a try once or twice to get the feel. cheers!

thank you for taking a look!

consider changing the itch "viewport dimensions" to like 700x600 px high, seems like some of the game got cut off

otherwise, neat game. i like the art and animations

nice! I enjoyed using the umbrella for flying, gives it a nice game boy platformer feel

nice art! I like the shake mechanism, that helped me a few times

pretty cool for 5 hours, just needs a score meter

thank you for taking a look! I played the two player version with my sister and we had similar sort of problems when trying to find the tools. i suspect this is why Overcooked works as all information is available on the screen vs mostly hidden in this one

i enjoyed the art, too bad i couldn't fix the roof :(

neat game! I do like the exploration part, though it is a bit frustrating to run out of yarn and think "am i really going to go back" haha 

pretty cool design! i think adding cursors to the bottom selection might help the planning part

very cool concept and a fun playthrough. I was worried the levels might be frustrating but I think i got the gist of it quick enough. I think the controls were hard to learn at first so might be something to think about