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LukeArchbell

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A member registered Jun 30, 2017 · View creator page →

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Your controls and camera design are excellent! The dash is so satisfying to use. I really like the visual contrast between the two environments as well.

Including the Assist Mode was much appreciated, I'd often use it to quickly return to where I died before continuing. There's some great atmosphere in your game world, and the title screen is very effective at setting the stage.

It would probably help to give enemy bullets a darker outline, or to increase their size: they can be a bit difficult to see, especially when moving at a quick pace. You may also want to start the respawn transition a little earlier, its spiral cutout nature means that you'll still be able to see what killed you while the screen is blacking out. It's just a little long for how often deaths occur.

I really liked playing this, thanks for sharing it!

I really like your sprite work! I'm also a big fan of how you've kept the old school difficulty of classic Castlevania without keeping the old lives system. It lets you naturally set how difficult an area should be by how long/tricky the room is. 

I like the whip and jump delay, but I think one thing you could do to make your controls more responsive is calculate your jump direction on the last frame of jump squat: I tested different inputs a bit and concluded that the direction you're holding when you first press the jump button is the direction you jump after the squat is over. This would give players a couple frames of input leniency before locking them into a potentially deadly jump arc, without losing the deliberateness of the controls.

I would love to see a more robust version of this, there's a lot of great work here!


Glad you enjoyed it!

I love the Rhythm Heaven games, too! That's a fair point about how some of the spectacle is lost because of split focus. I like Rhythm Heaven's no-UI method, but I've always found it a little funky that it requires a mini-tutorial at the start of each new stage. Maybe a system like the Project Diva games, where notes are moving around the screen as the music video plays underneath would suit my game. I'll take this into consideration if I choose to continue with it!

Thanks for playing!

If you've ever seen an episode of Voltron, you've got the general idea ;) 

Fun Fact: The mech pilots started as different members of a band (singer, drummer, guitar and bass), but thinking about split screens made me think of Voltron and the Power Rangers. Thinking too hard about the word "Ranger" led me to Cowboys, and the theme was made!

Thanks for playing! 

You're right, the sync is a little off. For whatever reason, the starting delay is different on a standalone build than on the HTML one, and I had to change the delay manually, build it to HTML, and see how close I was. This is the 15th or so build, I also had unity-player size issues for a while. At that point I was just happy to get it reasonably close. If I find a way to sync the music properly regardless of build platform, I'll be sure to re-upload!

Sure thing, I hope it's a simple issue. I'd love to play and rate it if you figure it out in time!

Thanks for sharing your implementation! It's a lot simpler than I expected, it feels pretty complex. Very nice!
I'm right there with you on spending too long on the song, I made a rhythm game and took 2 days on mine. I couldn't move forward with other features until I had a song in, but I was really stuck on it. Turned out just fine, but I lost a lot of time to it... I learned a lot about Western musical tropes, though.
I look forward to seeing what you make out of the pile mechanic!

I really like the little touches in this one, like reflecting the throwing stars with your sword! I think it was smart how you chose to limit character sizes to show more level space on screen at once. 

I think your sword slash would feel a lot more responsive and "natural" if you allow players to turn around in the first frame or two of attacking. This was was most noticeable when fighting the boss, but there are a fair number of times where I wanted to walk away from an approaching enemy and then attack them behind me, and that was difficult to input correctly without walking back into them. It's a similar concept to "Coyote Time," or adding a couple frames where you can still jump after walking off the edge of a platform, it goes a long way to making inputs feel fair.

Thanks for sharing the game, I had a great time playing it!

This was very cute! I really like how the tractor beam is only so long, it forces you to dip down between the buildings instead of camping the top of the screen.
There are some rough edges here, especially collision with the buildings. The game could use some challenge ramping like increasing the scrolling speed or setting the distance between humans a little farther as your score increases. I think you'd also do well to have the tractor beam stay active for more than 1 frame. It happens so quickly that it is hardly visible and also feels a little inaccurate.
It's also difficult to emulate retro visuals when you're painting backgrounds with the brush tool and rotating sprites. Pixel art has a very deliberate look to it, and I think the game loses some authenticity here.
I look forward to seeing what you make next!

I got hit by one very fast bird, but finished it just fine the first time. Are the "death screens" worth a revisit?

I clicked through to the Kramening page, looking forward to it!

Peak Gameboy-ness for sure! I especially like how you kept the shadows on the edges of the screen from the Gameboy itself, that's a great and accurate detail. 

Your gore fill algorithm is really impressive! I like how mechanically it makes ledges that used to be safe for some aerial potshots slowly into unsafe areas, and then finally inaccessible. The way you calculate how body parts trickle downhill to fill in the lowest areas is fascinating, I especially like how the little gaps under platforms naturally form. I'd love to learn about your implementation.

Your movement mechanics are quite strong too, I like how momentum is carried in midair, and it's quite smart how you start the player falling and sliding down the ledge, to subtly prompt a wall jump.

I think gameplay-wise, you'd benefit a lot from more than one enemy type, especially one that moves faster. You might also want something that can either climb over or pass through walls: there were lots of times where I had corralled enemies into a small space where they were stuck. Having an enemy type that could escape those situations and put pressure on the player would go a long way towards keeping things interesting.

Keep up the great work!

Short and sweet! I like how responsive gameplay is, and how you use the 1-way platforms to add some small puzzles. 
I realize that you made this very quickly for multiple jams, but I wish there was a bit more here. Especially having found the secret message, and only having been given 4 letters to try and decipher it. Very Fez-like in that respect, though Fez does include a room with a way to learn its full alphabet.
At least it's got me curious and researching Norse runes!

I really like your core loop! Using the palette to show gameplay changes is a great idea, too.
I'm also super impressed with your faux packaging presentation, that's a really nice touch!
One thing that could improve your Gameboy-ness presentation is to make sure all the sprites are pixel-perfect to the original resolution, it's most noticeable with the scrolling background being too smooth. You don't even need to change any of the physics/decimal values under the hood, you can simply snap every sprite's position when you draw them.
I really like the game though, great work!

Thanks for the comment!
You're right about the difficulty, I wish I'd given the player a bit more health. Currently each miss also lowers your health instantly, without a grace period. Giving players an invincible second after a miss would probably help a lot. I also need to set the note sorting order better, so that upcoming notes aren't hidden behind later ones. I'll make sure my next project has a better experience for new players!

How charming! Blushing buddha made me smile. 
I like that the goal of achieving focus is mirrored in how much you have to focus to avoid the animals.
Thanks for sharing this!

What a solid little mystery! I really like your presentation on this one. Detective Vision is a great addition to help prevent pixel hunting. I like the red herrings strewn throughout the mansion, though the game would benefit a lot from a few more characters to be suspicious of. There's also only the one inventory puzzle (use key), before using the Judgement Gun to accuse the murderer, meaning it's an underused mechanic. I like the evidence summaries, though it would be cool to present evidence to characters to see if they respond to it with new clues.
Also thank you for including a run button. It was well appreciated!

The starting animation is gorgeous! the game has a solid artstyle, even with minimalist backgrounds. Not being able to move while you attack is very Gameboy-y. The game is just about the right length, too, your level layout is well considered.
You could really benefit from some music, and maybe some shadows built into the background to help maintain the atmosphere. I really like the initial animation and the animation on the final door. 
Thanks for sharing this!

There's a cool concept here, for sure! I think you need some secondary form of movement, simply cruising along through long hallways feels a bit un-engaging. Adding a dash or a brake/drift to break up the monotony would help a lot, just something to make movement less robotic (or drone-ic, I guess). It could be a Metroidy powerup, and allow you to bypass some kind of obstacle.
I'd also beef up your bullet sizes to make shot collisions more reliable. I think everything has a little too much health right now. Maybe that changes with weapon powerups, but there aren't any quickly defeated enemies, and bosses are currently big 'ol health sponges.
I'd love to see where you go with this!

This is lovely! The presentation is top-notch, I love how bouncy the ferret and tank animations are. I really like how both the ferret and tank have different strengths and abilities, And I love how the ferret is shot out of the tank turret when you want to dismount. The initial push-back effect when entering the tank is also greatly appreciated.
I feel like maybe the ferret-launch and dodge roll are a bit long distance-wise, there are times where I shot/rolled myself into off-screen danger.
This feels like a lost Blaster Master game. I had a great time playing, cheers!

This is lovely! The presentation is top-notch, I love how bouncy the ferret and tank animations are. I really like how both the ferret and tank have different strengths and abilities, And I love how the ferret is shot out of the tank turret when you want to dismount. The initial push-back effect when entering the tank is also greatly appreciated.
I feel like maybe the ferret-launch and dodge roll are a bit long distance-wise, there are times where I shot/rolled myself into off-screen danger.
This feels like a lost Blaster Master game. I had a great time playing, cheers!

Steamy! I really like how your simple mechanic becomes a method of wordless storytelling, simulating points of touch, focus, and intimacy. I also love the speed changes, and what they signify. Very cool idea, executed well.

Made me break out the emulator for this one!
It's very cool that you got this working for original hardware, that must have been an interesting process. I wish there was some sound and more complete gameplay, but making a game that actually plays on a Gameboy instead of just looking like it does is a pretty commendable effort. Thanks for sharing it!

Hey, I'd love to play this, but I also have a launch error. Could it be the extra period in the executable file?
I see Jump..exe <- (two .. s)
I tried manually removing one, but no luck.
I hope the issue isn't too tricky to solve!

Save man? The houses were empty for me... very peculiar, I wonder what could have caused it?

I really like the idea here! I used all my bullets at the start without realizing I could jump on enemies, but everything worked out just fine.
The art is very cute, your backgrounds are simple but very effective. The boss fight was cool.
I had a great time!

The art looks great in this one! I especially like the title screen.
It took me a second to find A and B on my mouse instead of the keyboard. This needs a lot of good design work to gain compelling gameplay, but there's a strong artstyle here, it could turn into something great!

I really like the music in this one! Very bouncy and upbeat.
I think your game would benefit a lot from sound effects, there's not a lot of feedback for your inputs. Jumping, hitting enemies/obstacles, etc. all feel much more responsive and fair with an accompanying sound. 
I really like the fake-out jump that takes you underwater (underground?), that gave me a little scare.
I also like how you run right past the princess and get the sweet loot instead.
There are a few rough edges (especially the jump arc), but it's a cute, fun game!

I really like the music in this one! Very bouncy and upbeat.
I think your game would benefit a lot from sound effects, there's not a lot of feedback for your inputs. Jumping, hitting enemies/obstacles, etc. all feel much more responsive and fair with an accompanying sound. 
I really like the fake-out jump that takes you underwater (underground?), that gave me a little scare.
I also like how you run right past the princess and get the sweet loot instead.
There are a few rough edges (especially the jump arc), but it's a cute, fun game!

Ah, the delicate art of the kite! leading the slimes around was tricky and satisfying, short and sweet!
I like Slashyguy's sword swing, the hitbox feels really solid on it. One thing you could do to improve it however, is when your slash detects multiple enemies, you loop through them and choose to damage the one that is closest to the player: there were a couple times where I was counting on the knockback to save me from a close enemy, and a farther back one got damaged instead.
The bats are really sporadic, which helps make fights more scrambly as well. The super slime was tricky the first couple attempts, but then I ended up getting lots of health drops from his slime spawn buddies, so it ended up being much easier on my last attempt. Maybe something to look into in the future for smoothing the difficulty.

Ah, the delicate art of the kite! leading the slimes around was tricky and satisfying, short and sweet!
I like Slashyguy's sword swing, the hitbox feels really solid on it. One thing you could do to improve it however, is when your slash detects multiple enemies, you loop through them and choose to damage the one that is closest to the player: there were a couple times where I was counting on the knockback to save me from a close enemy, and a farther back one got damaged instead.
The bats are really sporadic, which helps make fights more scrambly as well. The super slime was tricky the first couple attempts, but then I ended up getting lots of health drops from his slime spawn buddies, so it ended up being much easier on my last attempt. Maybe something to look into in the future for smoothing the difficulty.

The atmosphere in this one is really good! I love how the cursor doesn't move in a perfect straight line, it really adds to the uneasiness. The sound design is great, too!
I had a lot of trouble opening my inventory, it seemed to only work in one room, and then only sometimes. Not sure if this was an intended mechanic to add to the glitchy effect, but it forced me to stop playing without solving too much.
I like the deep fiction you've crafted around the game's existence, but I feel much of the effect is lost if you play the game without having read its description first. You could maybe add a splash screen that a fictional Video Memories Project employee added as a warning, it might add to the mystique. 
Very cool though, keep it up, gang!

The atmosphere in this one is really good! I love how the cursor doesn't move in a perfect straight line, it really adds to the uneasiness. The sound design is great, too!
I had a lot of trouble opening my inventory, it seemed to only work in one room, and then only sometimes. Not sure if this was an intended mechanic to add to the glitchy effect, but it forced me to stop playing without solving too much.
I like the deep fiction you've crafted around the game's existence, but I feel much of the effect is lost if you play the game without having read its description first. You could maybe add a splash screen that a fictional Video Memories Project employee added as a warning, it might add to the mystique. 
Very cool though, keep it up, gang!

Samus is a such a cool, chubby cat! I wish they had a little less landing lag though, I think it lasts just a little too long. To be clear, the pause isn't the problem, it's the length of the pause. 
There's some cool ideas here for sure, but I think you'd be well served by checking your metrics: The first big float jump is barely clearable, and height-wise Samus' starting jump is an ambiguous height that makes it look like you can clear some ledges that are just barely out of reach. It makes it ambiguous what Samus' capabilities are. Shortening that first float jump by a tile, and even raising that wall that looks clearable but isn't, would go a long way to removing some sticking points without changing the challenge.
I had fun playing!

This is a nice little platformer! I like how deliberate the whip is, it makes using your gun and bombs more useful. 
It would be interesting to give the bombs some more use, though. Especially in the pyramid levels, maybe there could be shortcuts or hidden rooms behind bombable blocks, like in Spelunky or Zelda. As it is now, each enemy dies in 1 hit, and there are very rarely times when you need to defeat an enemy below you. Even in your gif screenshot, you could go to the right side to avoid the snake.
I also think you need to increase the visibility of the fire traps. Those things are two small and faint. Spikes sometimes felt that way in level 1, as well, where they kind of blended into the background grass. I think they need stronger outlines.
I had a lovely time playing!

What a neat genre mashup idea! I love that each of the animals are given their own name. The title screen is robust too, though you may want to thicken the selection border, it was a bit difficult to see. 
There are a few quality of life changes I'd like to see, such as a way to feed all of your animals at once. The cursor movement can also be pretty tedious: there's too many blank tiles that you have to scroll past to get anywhere useful.
But I enjoyed playing it!

Installing Java took me back! I like your palette choices a bunch, and the UI is very clean.
I did find gameplay a little lacking, though. You may want to consider shortening the amount of stages until you can use the special movement, the game is pretty repetitive until then. You could also consider adding a hold-to-charge mechanic to your shots, to increase damage dealt. It would offer a reason to not just spam the A button, as you could decide to take out stronger enemies with one well-aimed charge shot instead.
The game has great presentation, but I wish there was more depth. I look forward to seeing what you do next!

Installing Java took me back! I like your palette choices a bunch, and the UI is very clean.
I did find gameplay a little lacking, though. You may want to consider shortening the amount of stages until you can use the special movement, the game is pretty repetitive until then. You could also consider adding a hold-to-charge mechanic to your shots, to increase damage dealt. It would offer a reason to not just spam the A button, as you could decide to take out stronger enemies with one well-aimed charge shot instead.
The game has great presentation, but I wish there was more depth. I look forward to seeing what you do next!