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birdup

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A member registered Jun 12, 2020 · View creator page →

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This is my favorite version of the game. Definitely got me debating trying my hand at my own version with some custom rules.

Easy to learn and fun to play. Plus it's hard to beat the charm of doing all your sound effects by mouth.

As the game progress the hints will become more disjointed. In this example the final pattern would be...

Red Star - Blue Heart

Red Heart - Blue Star


You know this because the bottom clue tells you that the right hand column is both Blue. The top clue tells you the Blue Heart goes to the right of a Star, which means it must be the top row, since the bottom shows a Heart on the left.

To make the songs for HMBS I took the following steps.

  1. Find a midi version of the Hatsune Miku song I was looking to include, you can find these in a few different places online but I mostly used onlinesequencer.
  2. Imported the midi file into a program like hUGETracker to see the actual notes in piano roll format. I forget what exact settings I used, but I know I had to limit the total number of channels which rendered some midi files unusable.
  3. I would listen to the midi file and try to isolate sections of the melody that would be recognizable and would then copy and paste those into GBStudio's Piano Roll. This took a ton of trial and error with how limited the GB Audio channels are.
  4. I then tuned the settings of the various instruments section-by-section for each song to get the exact sound I was looking for.

it was overall a little janky and a lot of work, but I was happy with the result.

This is the original illustration scaled down a bit so that itch would let me upload it.

If you're creating any entries externally for Hatsune Miku Bomb Squad elsewhere, please share them with me so I can review and make sure it's all kosher.

Hatsune Miku Bomb Squad - Full Commission by Gunbusted

Very cute! A nice little introspective adventure with great graphics to match.

Thanks for the kind words and for uploading your playthrough!

In the game code the cursor is sort of treated as it's own character sprite, which is looping to move between two positions at a high movement speed. When you hit the button it pauses the movement and notes the location to compare to the catch table.

If you want to slow it down, try visiting the PokeMart in Hazelton.

Oh it's just on there right now, I didn't recognize it not in color! That's so sick.

If you don't mind me asking, when was this on Twitch Plays Pokemon?? I had no idea and would love to see the VOD.

Glad you enjoyed it! Even on the desktop version of GB Studio I was using to test it during development it ran into a lot of issues with crashes, so I figured it was safer to list it as a demo. But it was a fun project for me to learn to do a lot of the more nitty gritty functions of GB studio.

It's been a while since I checked the code, but if I recall correctly the backgrounds are randomized each time you start a new round. So it might just be bad RNG.

I think you've definitely set the mark

Glad you enjoyed it. My Bluesky should be linked on my profile page.

I'm working on some other projects at the moment, but with how well received Karpe Diem has been I've toyed around with the idea of other games set in the Pokemon universe that focus on other jobs/lifestyles.

This is super cool. I really appreciate it, will dig into it when I'm back on my PC Monday.

Glad to hear you had fun. Warms my heart to know folks felt that same nostalgia I had making it.

I always love to hear what tools folks used to help them map out the puzzles. I was a post-it note guy during the design phase.

Glad you liked it! My last WoW experience was WotLK so I'm not surprised I was a bit off lol.

The game is sort of set up that it could possibly support multiplayer, but I have zero experience with any networking so I'd need another Godot developer to assist.

Thank you, I appreciate it!

One other note: I tend to associate "x" with negative things UX/UI wise, so when I have a tile matched with it's respective zone color the "x" appearing within the tile to signal the bonus points kind of confused me. I think having an icon of some kind there is definitely helpful, but maybe a checkmark or plus sign instead.

Though come to think of it a "+" might also look like an "x" with the isometric view lol.

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This was a lot of fun! I'd love to see more levels in the future or some sort of infinite mode where the game automatically clears certain combinations to give you more room.

A couple of notes from my side:

  • I think a very brief, skippable tutorial would be helpful to teach players the mechanics for color matching zones, rotating pieces, etc.
  • It took me a while to realize what I though was two tiles in the "Next" queue was actually just one tile. Unless the building design in the top actually matters then I would just show the colored shape outline to limit confusion
    • Additionally isn't it just displaying your current tile and not actually the next one? Even without the text I associate that zone/layout of the screen as Next queue.
  • Not sure when if ever it make sense for me to overwrite previous pieces, I guess if I can put 3+ squares into the "right" color while only overwriting one square I'd be net +5 but still feels very rare.
  • It would be cool if overlapping buildings on the correct color had some sort of upgrade system. Then you can increase target scores for later level.

Awesome, thank you very much. I'll give it a watch.

Hell yeah. Puzzle game here I come.

Most likely yes, the game isn't built for mobile devices/touch screen controls. If you can connect a keyboard it may work.

Howdy, I had sent an email a few weeks back wanted to just check you received it.

All the UI in the game is adorable!

Thanks! I'm not sure I'll revisit this concept exactly, but I have been mulling over ideas for other Pokemon Slice of Life games in a similar vein.

Liked that the book reading section had a little mini-game to make it more interactive. I would agree with some of the other comments that some of the elements (for me namely the higher fidelity music/sfx) sort of undermined making it feel like  GB game.

Banger soundtrack alert.

A really tidy package, and that it actually runs on Gameboy only furthers it's soul.

I just wish the snails gave me a heads up when they were gonna respawn on the Boss stage. I got ambushed by them a few times.

Man.

Always love when Game Jam games take the time to add the tutorial in to smooth out the learning curve. Yeeting your own body parts will never not be fun and I liked how the skull itself sort of acted like the rings death from Sonic the Hedgehog at the same time.

If I was Susan I'd be angry too.

I do wish her hitbox was a wee bit smaller to sneak by one some close calls, the last level was particularly challenging in terms of everything feeling like it had to be close to frame perfect.

The movement controls feel really solid. The moment I saw a ledge grab in a Game Boy game I leaned forward in my chair to lock in. I do agree there's to tidying that can be done to help with iframes and some of the other edgecase mechanics like boxes on springs, but for a game jam this feels pretty polished.

Ditched my brother in behind some gravestones so I could terrorize the local youth safely.

Always love a puzzle game and this one was a banger mechanically.

Super ambitious! Really impressed you could pack so much into a Game Jam solo.

I think a short tutorial for combat mechanics would've gone a long way towards helping me at the beginning, but I eventually figured it out through trial and error (mostly error).

None of my friends told me that the ghost in this house would kick my ass for eternity.

The atmosphere here was great and the mini-game smooth, but I definitely struggled to collect the items once the ghost appeared and chased me relentlessly.