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mtowne

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A member registered Jun 11, 2020 · View creator page →

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I am greatly anticipating the DMG version, Can't wait to try it!

thank you so much! I will try it out ASAP

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any way to use controller on the android version? I have a Gamesir X2

Edit: Okay I figured out I can use OCTOPUS to just map my controller to the onscreen controls, but now the issue is that the game only has one horizontal orientation so the game is upside down when its in my controller :(

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not sure how I could include my game.
I made a gameboy game that can be in .gb (rom) or webapp form, not sure the best way to pack this as an executable, really.
Edit: I found some instructions via the gbstudio manual on how to turn the web builds into executables, I will work to include that in my github release unless that is something you would need to do instead? Not sure how this is going down.

https://gbstudiocentral.com/tips/compiling-gb-studio-roms-into-standalone-execut...

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yea my idea was to treat the first floor like the opening area of a game like pogo stuck where your initial setbacks are only really having to redo your current obstacle before quickly turning into potentially brutal losses of progress. The first floor is basically the tutorial.



Thanks for the kind words!

yea that jump is tricky, you need a running start and jump within a few pixels of the edge of the spikes.

Thanks for playing!

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it is beyond just a gameboy aesthetic, this is an ACTUAL gameboy game. You can dump this to a flash cart and run it on real hardware.
The music is being produced by the gameboy/emulator its running in.

Thank you for the kind words :)

(1 edit)

similar question, I designed a working gameboy game for the jam. In my submission I included a free-to-use emulator (.exe) and a .gb file (the rom of my game). Is this acceptable?


EDIT: Turns out it isn't hard to make a web build. Made a web build and added it to the itch.io page for the game. Plays in browser now. Web version files will also be added to the source files as well.