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mtkelly713

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A member registered 97 days ago · View creator page →

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Thank you for the feedback! The level design was certainly something we were trying to figure out.

Oh no, sorry to hear about your harpoon troubles! If you want to give it another try, you reel yourself in by pressing "b" again. If you get caught on something by reeling, you can get stuck and the harpoon disconnects early. You can also only harpoon to rock, sand is too soft.

This was a neat game. The graphics were very nice, and the music was good, but I would have appreciated a second tune to break it up a bit (though I know there was only so much time!). It was a little frustrating to have to go back and forth so many times, but I can see a bit of zen to it. It might be nice to expand a little so there are some changes over time as you collect the gold and so much time passes!

This was a lot of fun! Music was my favorite of the jam so far, it was catchy without being too distracting, which is good because I was listening to it for a long time collecting my gold!

The game looked great and I was impressed with the sounds (though a little more variation when walking around would have been nice). I'm a bit frustrated with the puzzle, though I eventually got it. Some of the clues don't seem correct? Though maybe I'm misinterpreting them?

This was super fun! Graphics looked great, and the soundtrack was really fun to just run around to. I do wish that the game did a slightly better job introducing me to some of my goals: it took me a bit to realize that enemies were respawning, that I could throw the key, and that my health and score were the same thing, but I did figure it out in the end and had fun doing it!

This was super cute and fun! The balloons felt like a really fresh take on a simple platformer like this, and the ending hit me hard.

Thank you!

The rope is made up of of a string of low-mass circular colliders joined with PinJoint2ds. We had to switch to the Rapier physics addon to make it stable. Rapier also has a RopeJoint2D that we used for the first and last joint (to the harpoon and player, respectively). It sets a maximum separation with free movement.


Unfortunately, some of the movement jank is because to make all of that work, we have to make the character a RigidBody instead of a CharacterBody. To make that better either the RigidBody controls need to be dialed in, or we would need to develop a system that uses a CharacterBody (hard, because it doesn't respond to forces).

Thanks! The movement probably could have used another day to really do some work with the harpoon, and maybe make the sharks a little easier to dodge.

Thank you! We really wanted to hit the GameBoy art aesthetic with some twists, so glad you felt like it worked!

The second level was rough, enough that I didn't actually go further (wanted to get to some more games!). It was easy enough to get enough treasure to "win", but it felt like the game wanted me to push further in and get more. Maybe there is more to it if I push further? 60s on the torch was hard and the only refresh I found was right at the entrance, which doesn't feel useful because it just puts me back where I started.

I think this was my favorite game so far! Good music, fun graphics, and a really fun twist. The manual was a great idea and a fun way to call back to old-school games that always came with a little booklet that everyone threw out.

The coin flipping idea was good, but it was hard for me to understand what was going on since there was no way to tell which set of coins were mine. I did feel like I was lacking some direction because your text scrolling made it hard to read. Graphics looked really good, though!

Very good soundtrack and excellent pixel art. I did wish that the first two levels were a little less sparse, but I could see this being a pretty cool little game with a bit more polish!

Gold as your hitpoints was a neat idea, having to choose how much "life" to spend at the shop to get stronger is a cool idea. The movement system was a bit weird and took a bit to get used to, but was a nice way to have a more dynamic combat system within the GameBoy limitations. Well done!

The music was interesting and unique. Gameplay was a little hard to get into, a lot of the sprite work, while pretty, was hard to read during gameplay.

There's some cool art here, and I could definitely see turning this into a more full game.

This was a cool concept. Switching between the two gameplay modes while the timer continues to run was a cool twist, unfortunately I felt like there weren't enough torches for me to really dig into the levels.

Thank you! I perhaps spent a bit too much time doing the physics-based movement, so I'm glad you liked it!

Thanks! The underwater Mario levels were a big inspiration for the gameplay and music. Sorry about the bug, hopefully it didn't ruin the experience!