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Mistiff

8
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A member registered Mar 22, 2025 · View creator page →

Creator of

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Seems to have been a running theme... I'll have to be more forgiving in the future. Thanks for playing!

I failed to explain it anywhere, but if you slash up on the bug enemies from the ground, they get sent up into the air for you to bounce off of. Thanks for trying!

Thanks  for checking the game out! I'm pretty sure the HTML build was bugged from the start, I couldn't get it to work anywhere. Maybe in a future jam...

I did have spikes, but they're just evil and they kill you. I think I definitely could have made things more forgiving, but since I was already flying through both areas I hoped somewhere in my heart that my balancing  was okay. Thanks for giving the game a shot!

Glad you liked it, and good job on getting everything! Honestly I was sitting there at 1 in the morning cooking up something nefarious for the last collectible challenge, so I'm glad you were able to figure it out. Sorry about forcing you to remap your keys, I'd planned to have an option for WASD but ran out of time to implement it.

Thanks a bunch! I noticed during playtesting that movement was a lot less forgiving in practice than it felt to me. Cons of being the dev I s'pose. Losing your attacks in the air was intended, you basically get one in each direction until you hit an enemy, get hurt, or land. That decision was made early on to combat players being able to infinitely fly through levels. In hindsight, maybe a cooldown on each direction would've made for better game feel. Thanks again for playing, I hope to refine my work in future jams!

Thank you for playing! I had planned to export a web build, but unfortunately I couldn't get it to work. I also happened to have a dnd session on submission day that I was scrambling to get to..

I initially planned to implement both of those, but between my personal life, work, and generally having poor time management, I  didn't have a whole lot of time to do everything I wanted.  Might've been to my detriment, but I ended up deciding to go for making the game playable to the end over having the smoothest possible control system.

Hey there, thanks for playing! While I wanted to do more, I only ended up having time for a few things. As far as visuals go, I made everything with the memory's limit of 256 tiles in mind. I also worked within sprite limitations. For example, the level tile sets are each 8x8 grids (64 tiles), which left plenty of room for the player and enemy tiles. The reason the player's attacks are so small is because I made it out of what would be 2 4x8 sprites on an actual system. All enemies fit into 8x8 sprites. I don't think there are any situations in game where the object limit comes close to being in play.

On the note of a small memory bank, only having 4 tracked collectibles served a dual purpose of fitting into the theoretical memory limit and giving me less to design. Games like Mega Man only kept track of developer placed pickups for this reason. I wanted to make it so enemies reset when going off screen, but there wasn't time. I believe I only ended up managing to do so for the bush spawned enemies.

As far as audio goes, the game's composer educated me on the limits of the Gameboy's sound chip. This led to the creation of a 4 channel audio system that nodes could send their sounds to with priorities. If a sound being passed into the channel had a higher priority, it would overwrite the file in the player and play the new sound. That's why sounds like the slash can override the landing or checkpoint sounds. I wanted to make it so that playing a sound effect in a channel would also mute its respective music track during the duration of the effect, but once again ran into time constraints. Besides, the unmuting of the music file would really be innacurate to how the gameboy would've processed the audio.

At the end of the day, my hope was to achieve a finished product that could feasibly exist on an actual Gameboy. While I'm no expert, I believe I hit that mark!