Thank you for your comment, ewe are working on an update to fix some balance things jaja
A lot of people got stuck on the owl and other errors haha
but I really appreciate that you play it!
OMG!! You did it!! That’s awesome, the last puzzle was added to explore the concert of the Rod a little bit more.
I appreciate that you k like the design of the bosses, we gave out best there haha
I totally after with you about the Music, I think the balance and the level of “invisible” help for some actions, like hitting the thunderbolt to make it feel less unfair, but those were things that we couldn’t fix and review a time
The Balance and timings ease a challenge to be honest!
thanks for playing again, I will try your game!
Great idea, trying to accumulate unluck to avoid winning.
The only think is that I was in trial #12 and I was with 0 of luck, and I keep it like that fo a couple of trials, the game ends wen you heat?
At the beginning that took me a couple of try to understand the mini games, but then I realize the objective, the one that was challenging was the card picker and the date picker, clever options. The others minigame I got enough previous time to see the answer and rush the correct pick.
But it was made in 10 days so, it was great, the art was nice
Nice game
From Up A Lightning is a top-down boss rush created for GBJam 13 in ten days, with the same restrictions as the original Game Boy:
🎨 Only 4 colors
📺 Resolution 160×144
⌨️ Simple controls (WASD to move, L to dodge, K to attack)
You play as the unluckiest soul alive—every lightning bolt in this endless storm is hunting you. Your only hope is a rusty lightning rod: plant it to survive… and turn each strike into a weapon against the bosses that rule the wasteland. ⚡🤖
You have to fight agains different bosses using the lightning and your rod as your weapon. This si a prototype with 4 bosses, and we try to polish the most that we could in the timeframe.
Hope you enjoy!!


Created for GBJam 13
By @Crull & @JhonaMath
Well done! The only thing I would suggest is to reduce the amount of text and avoid over-explaining. After I picked up the battery the first time, I understood that it was meant to get more light.
Other than that, great job! It's impressive how you managed to create the light effect with only four colors!
I love your art style; the palette is amazing, and the concept is great—especially the custom selector, haha.
I also feel like I'm really inside a Game Boy, so you did a great job with that!
However, I think you should explore your gameplay mechanics more. Just walking around can be interesting, but you need to add something extra. For example, you could introduce new elements like running from a ghost, but none of the characters reacted to my presence.
That’s my feedback—great interpretation overall!
we saw yhe progress of your game when you share it, I thought that was a wonderful style.
The only think as feedback, I didn´t understand the scare bar at the beginning, I saw it started growing when the door eat me, but then I suddenly lose, because I was too scary.
After that, I think this is a great game. Congratz
Hey, I like the idea! You made it in GB Studio? That must have been tough, haha.
I like the graphic design, but I noticed some double pixels in your artwork. Maybe without those, your game could have an even better look!
Congratulations on making this game! I don't have a real Game Boy to test it on, haha.
I like the idea of a tower defense like this. I would like to explore more the mechanics. I have all the items available to buy at the beginning, maybe somethig to teach me how to use each of them, or different effects.
I got an error, I was close to Halloween, and when I press M to skip to halloween I couldn´t remove the modal because it was already halloween. So I couldn´t see what was happening haha
I restarted and it works. I like the idea and the GB souls is there, very good sprites btw! Congrats!
This game has great ideas, like the worms, I love the dialogs haha
The movement is too quick for me, and in the level design try to be nice with the player, not easier, but nicer with them to avoid frustration haha.
Also something that helps me a lot to the level design, was to avoid creating level just with squares rooms, with some irregular forms you will get more impressive levels
I like the graphics and the secondary theme is there everywhere. You told me this was your second game, you are doing very well!
You have a good point! I tried to design the levels in a way that lets the player learn the mechanics without explicitly telling them, though sometimes I could add a couple of hints. On the other hand, I was aiming for that 'big brain' moment when you realize you can use B instead of A, just like you did!
Thank you for playing—I really appreciate it!
Thank you for playing!
I'm thinking about that error, I never do 'death_count--' in the code, but this is game development, everything can happen haha
Did you find the 'respawn' option in the menu?
One thing I learned: I strongly recommend adding a respawn button in game jams to avoid scenarios like this 😭
Thank you for this idea!I'm sharing my game :)
We have 4 rates :(

The game is like a golf with gnomes, so we called Gnolf :D
Link: https://itch.io/jam/brackeys-6/rate/1176711
Thank for playing, I hope you enjoy this game :)
Gracias por jugarlo, me alegra saber lo disfrutaste, nos imaginamos en un punto algo como de hasta 4 jugadores con mandos, creemos seria una experiencia genial jaja
Algunos bugs visuales se escaparon si, al momento de hacer el build los vimos, pero ya estábamos en las ultimas horas como para corregirlos 😅
De nuevo, muchas gracias por tus comentaros 😊