Sorry! I think it might be bad luck; this was made before we had some more insight into the random seeds for GB Studio so rng was a bit wonky.
Lazy Dev Games
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Thanks! The platforming sections were more of an experiment with a forced movement mini game than an attempt at making branching/interesting levels, and honestly I think it’s too janky to actually be fun if it had more verticality or larger levels.
When I come back to Stardiver, it will more likely be as a “true” platformer and not this mini game based one.
Thanks, the base was my favorite part to be honest! Most of the mini games were me just messing around seeing what type of games were possible (timing game/auto scrolling platformer/memory puzzles, etc). But the Home Base will probably be re-used when I eventually turn this into a full metroidvania or something.
Hi there! I recently grabbed this pack, but it looks like the main astronaut is missing? I'm only seeing versions that match the 'alternate' design, not the original version with the antennae on its helmet (as seen in the first screenshot).
Hey! So better late then never, right? It took forever, but GB Studio is at a point where the capabilities matched my vision for what I wanted to use the assets for.
Here's a link to a demo:
https://lazydevs.itch.io/castledark
Yeah this is exactly the kind of game I'd like to be playing; I've been on a quest to make/find a good game that gets that "just one more run" feeling like FTL, etc.
I think with some clearer presentation of information and maybe some tweaks to expand immersion/investment in the scene, this could be amazing.
Since your spaces are all themed events, have you considered changing to a scene when the player lands on a space? For example, if I land on the "Wizard" space, maybe change to a scene with a static image of a wizard, and show the text there instead of on the board space. That would do wonders for introducing immersion/feeling like you're actually on a quest.
I know that's a big ask; and I wouldn't want you to change your game if that's not your vision for it, but was thinking about how to address some of the other feedback/concerns I saw.
Just played a round. I think there's an interesting core here, but I can see why you said what you posted on the discord. I made it to the end, and have some feedback.
- The UI feels unclear. I'm not sure I'm reading the totals correctly for hearts/coins/etc. Presenting these as numbers, or unstacked symbols, would probably be clearer. Perhaps it's easier on replays, but for a first time I wasn't really sure what I was looking at.
- I only realized I could open a start menu to buy items because of your comment above.
- Needing to press "A" for each move does kind of reinforce the commenter above's feelings of "I just press A until I die". If we're only ever going to interact with our final space, consider making it an auto move that only prompts you for additional input with directional changes?
- Every "Explore the local area" tile I landed on resulted in me finding nothing of interest until my final area, and then each one was a result of "Undead attack". Made it difficult to be excited or curious about what I was landing on; felt arbitrary.
- I like the idea of the map, but maybe your "player" sprite could be something other than a cursor? It might help with investment/engagement.
- Final scoring was unclear. I saw 3 cards and a +20%. What are these symbols? +20% what? Do my scores improve further plays? Did I unlock something?
- I don't think I ever encountered a reason or way to use mana? What is it for?
- Events were limited by the lack of information: for example, I landed on a space that gave me a choice to buy something. I couldn't tell how much gold I had, so I tried option 1. I couldn't afford it, and my turn ended. Would have felt better if I could try the other option or see my totals better.
I hope this doesn't come off too negative/harsh. I really like the concept, it reminds of a rogue-lite take on board games like "Tales of the Arabian Nights"; I've even tried my own hand at making GameBoy "board games" like this, too, so I'm very excited to see where this goes.
Thanks! And first - let me say they're adorable. Such great sprite work.
I totally understand trying to avoid stealing. Perhaps there's a way you could skew the art or use watermarks to prevent that, but still show off the designs? Personally, I'm much more likely to purchase something if I can see what the asset actually looks like - "Skate Animation" doesn't really tell me much about how it looks or how detailed it is. I also do mostly work with the GameBoy, so I like to gauge if the art can be 'downgraded' to fit with the color / size limitations of the gameboy tech.
I've made a few purchases on itch that I've regretted because the authors write up sounded like the work included more animations/details than what was actually in the pack. ABSOLUTELY not saying your stuff is guilty of that, you're good. Just thinking it'd be more likely to sell if we can see that.
I'm also noticing the skate stuff in the page background/preview image now too - it wasn't immediately obvious before (unless you changed things).
Anyway- love your stuff, will probably pick this pack up :)
So happy you liked it! I stumbled on the Hotel assets the other night and just had to use them!
Did you make the tilesets with the Gameboy limitations in mind? They were wonderfully optimized, the tile set was so great to work with.
I love making games for the GB for the same reason; the gameboy was my first console and I turn into a kid again every time I can play a game I made on it. If you'd ever like to collaborate on a GameBoy game, let's talk! ;)