Nice! Polyducks just pointed me to this. I just finished looking at an overlay bug -- still learning the GB studio codebase -- so I will definitely be checking out your work as well, thanks!
Lance Campbell
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Thanks for the positive review!
The original game, characters and world were created by Ryan, based on his grade school experiences and classmates. He did the music as well.
The gameboy aesthetic all comes from Polyducks's masterful artwork.
And I filled in the writing and storycraft, and did the programming.
And you are correct, having a strong foundational world and characters made the adaptation that much easier to do.
Thanks for your kind words.
The decision to make the combat deterministic was something we discussed and considered for a long time. Other options were a more non-deterministic, randomized system -- similar to the original IF game, actually -- or even more of a top-down shooter, player skill oriented approach. In the end, we decided to use deterministic approach to keep things in line with the narrative and exploration style of the game.
But yeah, a different approach would have been cool as well :)
This is really good! I was beginning to think that GB Studio was not capable of creating a great platformer game but your demo thankfully proved me wrong. The graphics and the physics and the feel are all top notch.I primarily do RPG and narrative stuff but this has inspired me to play around with platformers now.
Yes, it is most likely that the movement is being locked before you have time to move to a safe direction. That window of safety gets smaller and smaller fairly quickly.
I imagine we probably should have had some sort of visual indicator to show the player when they are beyond the locked off point because it can definitely feel like it is a UI response bug.
You have to be pretty quick to get past the second foe (the first foe, I think, is fairly straightforward) and it gets even tougher beyond that.
It's definitely tough though. Probably the toughest game we have ever made. I wrote the code and I still find it pretty challenging. But, yeah, like Poly said, figure out which is the warning phase and which is the attack phase and use that warning phase to avoid being hit and do it fast.
If you are still having problems, let us know here and I can give you a technique hint I use to make it slightly easier.
Hey there, thanks for playing our game and this great review!
You are correct, there are some flicker problems with the introduction that started appearing after an update to the GB Studio engine, in the middle of our development, well after that code, and those sprites, had been created.
Happens in Potbound as well during the push/pull puzzle, but I didn't have time to address it in a Game Jam game.
I have, since then, figured out a hack around the flicker bug, which I have used successfully in Excelsior, but it requires extra resources. Unfortunately, the Mud Warriors introduction scene is already packed full with resources, up to the maximum limits. It would require a complete overhaul to get it working correctly again. Maybe someday :).
Good eye and, again, thanks for playing.
Not sure if you saw this twitter thread but it looks like the creator of GB Studio is looking into some options for exporting 2.x games to work with the Analogue Pocket:
https://twitter.com/Polyducks/status/1474022851254657029
If this work is successful, we will definitely do an Analogue Pocket export.
I think @Polyducks and I are trying to decide if we should invest the time and effort in moving this game up to 3.0, which is a decent development effort (as he already mentioned), or if we should move to a new GB Studio 3.0 project entirely, or both.
Regardless, we are very excited about the Analogue Pocket, GB Studio version 3.0 and all of the potential and possibilities of game development in 2022! :)
Thanks for your kind words and insight on our game.
There actually is an autosave feature in the game but I haven't been able to get it to work on my iPhone either. It should work in the browser and I *think* I tested the rom on an emulator and it worked there as well.
But, yeah, the phone implementation has been a bit iffy.





