that's pretty cool, i would love to see a futuristic tech dungeon made by you
karacter33
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nice, please check mine as well https://karacter33.itch.io/bananape
the res is actually 160x144, most sprites are 16/16 pixels though some are 32/32, since some Gameboy games would join sprites together to make bigger sprites for characters (I'm pretty sure wario did it) I assumed it was within the jam's rules, as long as it kept the retro look, I might be wrong though. Please clarify it to me if I misunderstood. :)
Ok, not only you didn't follow the jam rules (no more than 6 buttons man!) but you also made something that doesn't resemble the gameboy aesthetics at all. Also, I feel like i completed the last level but the game doesn't actually acknolodge it, so I will assume it's broken. A mess really.
Sorry for the mean review, but you really need to step up, and I actually think you can do it next time.
Just finished the game, I missed two cristals in the last level, other than that I think I did everything.
It's a very cool experimental game. You find power ups and go exploring a non linear level design form more power ups. It's challenging and forces you to master the game controls. It's clunky, but that's part of mastering it.
I myself have developed a similar game in the past (ikokku bridge to dreamland) and i think you could say it's about "understanding the game rules and solving mechanincal puzzles within it", that means the puzzles are about "how do i make this specific jump?" or "is it better to use this power up now or a couple frames later?" or even "Which parts of the terrain can I use to get higher?" instead of traditional cryptical puzzles.
I recommend it, specially if you want to understand better what makes a game design work. You don't need overcomplicated fighting sistems or fancy graphics, nonthing that the industry makes nowadays. You just need a set of interconected rules and to challenge the player to solve puzzles with those rules. It's a very minimalistic game per say. Yet, a very interesting one.


