This is my favorite game this year hands down. It's cute, poppy, enjoyable!
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Upgrades work like Blaster Master- taking damage removes 1 level of weapon power. There's effectively 2/40 chance to get a drop from an enemy; 1/20 for health, 1/20 for weapon upgrades, so there's a chance you won't see an upgrade unless you're killing a bunch of robots.
I've added a few bug fixes, tweaked the difficulty, and finished a few things I didn't have a chance to implement if anyone wants to check it out! I'm interested in finding out if people have had a chance to find any Easter eggs in this toward the ending, and I'm somewhat proud of the ending level/sequence~
Thanks for checking it out~
Those things may be coming in the next update :) I actually already have assets made for gun upgrades and such, just never had a chance to implement them. Had to rush a lot to get it ready for the jam deadline~
The rules are simple :P The jam doesn't reward any entries that break the rules, because the rules aren't "stick to gameboy technical limitations"
I think people are taking it a little too literally. The idea is to just make games that have the spirit of gameboy games, not actually be gameboy games.
Good guide, though thankfully for productivity's sake the jam doesn't require sticking to the technical limitations of the Gameboy :P Just the colors and resolution. It'd be a nightmare to stick within each of those limitations just for the sake of doing it.
Yeah, I had to cut the tutorial portion out from the game as there just wasn't enough time before the deadline. There are still some images from that floating around in the build though. Tried to make up for that by writing a sort of instruction manual of sorts on the game page detailing controls and objective
If I recall correctly, you can have palette swaps, but you are required to only display 4 colors on the screen at any given time. There were a few entries from last year that did some really nice palette swaps between levels (green palette to red palette, etc).