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