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NobbyHong

10
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A member registered 11 days ago · View creator page →

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Proper DMG feel — the 4-shade tileset keeps spikes and solid platforms distinguishable even with the busy brick texture, and the chunky title/score HUD is very period-accurate. Running it in the browser from a .gb build is a nice touch too.

That title screen is gorgeous — the pale moon disc behind the black silhouette with the rippling water line does a lot of mood work before you even press Z. Really nice that it runs at 60fps in PICO-8; the movement feels smooth rather than steppy.

The controls screen with labelled A/S plus arrow keys and a "hold button to continue" prompt is a great touch, and the muted GB-style blue/tan palette keeps creatures easy to pick out from the tile clutter.

The dark blue arena silhouettes read really well at 64x64 — you can tell where the ground line is instantly, which matters a lot when the spear attack is on left click and you're backing up. Drag-to-heal from the inventory is a neat, tactile touch.

nteriors read really well with warm lamp-lit rooms against the cool night windows. Nice touch that the level layout stays legible in one screen.

Time-moves-when-you-move in PICO-8 raycasting is a wild trick, and it reads surprisingly well — the bullets frozen mid-air give you exactly the info you need before strafing. Z to grab/throw feels chunky and satisfying too.

Modding the gun itself instead of the character is a great hook — swapping a mag part and instantly feeling the new fire rate beats any stat popup. The dark dungeon palette with bright muzzle flashes also keeps bullets very readable once a room gets busy.

Really impressive how readable the 64x64 screen stays — the mossy green tiles vs the black cave gaps make platform edges obvious even at that size, and the little chime when you grab a pickup is a nice touch. Jumping feels weighty without being sluggish. Great jam entry!

Lovely autumn palette — the warm browns and orange frog read really clearly against the dark background, and the bite-size level structure keeps the restarts painless. The tongue-grab timing is the fun bit; a slightly faster respawn on the tighter fly levels would make speedrun mode even better.

The dash on X feels great — short cooldown and just enough momentum that chaining it across gaps is fun, and the moss spreading over the tiles is a really satisfying bit of visual feedback for exploring. The C-to-jump arc is floaty in a good way. Nice work!