Thank you so much! We're always glad when we hear how much people enjoyed the game.
We'll be running a kickstarter for our next game, Excelsior, later in the year. We're still working on polishing the demo right now. If you follow my itch account I'll make an announcement when it's ready :~)
Polyducks
Creator of
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The screen (the playing area) should be 160x144 pixels only. If you haven't already, you should read the FAQ and rules to avoid disqualification. I've updated the page with more pictures to help illustrate.
The usual button mapping for GBJAM is Z for A and X for B (or X for A and C for B). Then you use shift/control/space/enter for select/start and the arrow keys.
For the jam entry the game must be free for people to rate it. After the jam is finished you can develop it more and do what you like with it!
What a fun project!
Your places are all mostly abandoned - what would an island look like if it was populated? What if it was over populated?
I like the stories you tell and the toyboxes you're making. Some of the islands are complete stories and I find them less interesting than the ones that have open ends and invite the reader to explore and make new narratives. Particularly useful to my mind's eye is places for shelter, things to explore, and food to subsist on, as well as fertile soil and building materials for setting up and continuing the life of the place.
How will some of these places look in five hours? In five months? In five decades?
If the text is garbled, it probably boils down to how you're encoding the font. I'm not familiar with PSP infrastructure so I'm uncertain how helpful I can be, though I imagine it has something to do with requiring a wide set of characters. Note also that, while close, Kitchen Sink isn't an exact 1:1 mapping for the ASCII encoding, so you may have to rearrange it slightly.
I'll just copy and paste the rant from the previous years. The bit most relevant to your question is highlighted in bold:
You can only have four colours on the screen at once. Black is a colour. The four colours include all shades, all tones, all hues. Gameboy does not support semi-opacity. The four colours apply to the whole screen, including sprites. You cannot have one four colour palette for your background and another for sprites. This jam does not allow for a fifth experimental colour like 'default screen background'. Four is the total amount of colours you are allowed. You may use three or two. Five is right out. The four colours you choose do not have to be the default palette you've found on Wikipedia. Lospec.com has loads of four colour palettes you could try. You can even make your own. You can change your palette mid-game so long as the new palette is four colours. You cannot change your colours mid-scan-line or any other sneaky trickery. If you have more than four colours on the screen at any one time it is not obeying the rules. Yes, the gameboy had three colours plus transparency on sprites. No, this is not a restriction you need to obey in your competition entry. You can change the palette with a light switch or when it's night time so long as there are only four colours on the screen at one time. Are there four colours on the screen? Yes? Congratulations, you abide by the rules. Are there five colours? Do two of the colours blend with opacity to make a new colour? Wow buddy, looks like you're in more than four colour territory! Do you quickly flip the palettes to make an extra colour? Does it have an extra colour on the screen? Welcome to five coloursville friendo, population: you. If you want to argue how your five colours are special, do it in your game jam submission. I'm sure the reviewers (your fellow game jammers) will understand... If your next question starts with "but what if" the answer is no. No, you can't do your special idea. It breaks the rules.
"Can I use shaders?" Does your game have four colours? Is the resolution 160x144? Does your game art adhere to the spirit of the jam - i.e. does it look and feel like it's on a gameboy? Yes? Go ahead. "But-" Then no.
'Four colours maximum' means 'four unique colours'. A colour is a unit measured by its unique properties such as hue, saturation and value (or whatever other colour system you subscribe to). You could have red, blue, green and yellow on your screen, but 'a slightly darker shade of red' would count as a new colour. You could not have fifty shades of blue and argue that you're only using 'one colour'.
From the FAQs:
- Why are the rules and color restrictions so arbitrary?
While we appreciate the artistic restrictions of the original gameboy, we are more interested in encouraging an interest in the platform than requiring entrants to code assembly or making functional ROMs. This is an open jam for all participants, both advanced and beginner. As such, the restrictions are arbitrary to encourage creativity, and not a definition of actual gameboy functionality.
Basically: it's four colours for aesthetic purposes and it's been that way for over a decade.
Sorry, this jam doesn't start until next year, and this post was a little too commercial for me to leave it up and encourage more of the same. This jam is for the Gameboy and the SNES appeared some time after - I'd suggest learning how to use the GBStudio format tracker as preparation! Please do revisit closer to the jam.
Thanks,
Polyducks
I really appreciate your patience with the game, especially after encountering the hastily patched bug with the banana combat. It was valuable to see where the pathing did and didn't work, and it's definitely a great piece of evidence to see why shorter games are more beneficial. We'll have a fully patched version released anon for a smoother experience.
On behalf of each game you reviewed, thanks for producing such an important document. There are jam entries I've made in the past which now only exist as gameplay videos. You are providing a very important service, thank you.
Congratulations on completing your first project! We have a lot of people submit their unrelated games to the jam. If you'd like to enter next year, be sure to stick to the restrictions of GBJam - specifically the colour restriction of four colours per screen, the resolution of 160x144 (with exceptions for certain engines) and the secondary theme.
Further, your game must be made during the time period of the jam.























