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PSPiso

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A member registered Oct 09, 2015 · View creator page →

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This somehow feels so nostalgic, like some FPS style KULA WORLD with vocalized lore.

Nicely dithered piece, work smart not hart on the modeling part for your first game and the execution shows. 

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Gunning of the dead, very interesting approach. Wee small bug where if you add health you either sometimes can't or it subtracts on of the other points so at some point I got -25. got saved by the point modifier doe.

Just a tip, try to build for WebGL for your next JAM since you build in Unity. It will get more plays, since a lot don't dare to download. Might be a bit shitty with the lack of better visuals. But you could offer both a DL and web play.

Careful now you might get nintendo knocking at YOUR door. 

when ya publishing a hotline miami with all this goryfookfest. 😩

https://pspiso.itch.io/closet-monsters

https://pspiso.itch.io/closet-monsters

Might have also been better with all the issues we had in our current system. 😅 But ye had to cut a bit on complexity with a later start on the 5th night + it's more of a walking sim anyway so went like "oh, what the hey". I do really get what you mean though, our scope used to exist out of 100 power levels instead of just 4.

Wanted to use it more also since it gave a nice nighttime vibe. so was intended to be used with the overworld, but it made the buildings look piss yellow. Only two spots with a dark palette would have been the cave and the doll room where I could have used it. Just went with red in the cave for the classic red/black bat-mobile and the dollhouse could have worked. But wasn't fully confident.

Well it runs on one too. Haven't had time to record gameplay one on yet.

Ye first i wanted to make the real game with the car just slowly breaking down with warning lights. (which are hidden in the sprites but unused) But the 2ndary theme of the Desert Bus Jam called for a coffee implementation. So if you poorly manage your coffee sips, you will crash. 

The real game would have been 8 hours, so it breaking down would have been more fitting of the theme I do say. 

I'm no stranger to these realms.

thanks for letting me know that pc controls for select be missing. was a last day edit, will try and see if i can photoshop something in ... doubt i can because it is on printed media now but eh...
Why the wheels drift at 4 min is probably more because in later stages i have less if statements to run so it will run quicker. each 1-3 if statements can increase the running time by 1 second on the acceleration script. I optimized it as best as I could.

Absolutely, go ahead. 

Ain't gonna lie, this game plays way better on the DMG than on PC. Truly amazed at how you got all the collisions to work this well on moving actors.

looks amazing, really feel the hardware pushing itself on this one. excellent


A wee bit glitchy with the resolution jumping all over the place.
I assume because you did a faulty upload you didn't get to set the resolution settings for the windows build. other than that neat game, do wish the outside rooms would match the previous room. Feel if you were to not show these that it would look 10x better imo.

ah the spining rocks for sure would be looking like that. clever design.

Ah got pestered by the can't land on the sun thing too. think it happened when i went over the suns coordinates when i tried to go through the door on the right. it will lock out controls for firing but not dashing. 

neat zelda-esk rogue and souls like. if i had any qualms it would be the doors.


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there isn't a way in the engine to pin it, i attempted it but this would either slow down the game, glitch, or because of the sprite limit crash the game. Wanted to edit GBStudio for this reason but  unfortunately their source code has out of date packages and is currently not functional.

Wouldn't expect to see such an interesting approach to darkness, especially for this jam. Do want to note that when you stay on a dead enemy and it respawns it can glitch out for a bit and there is a small chance you can get flung across the screen into the walls or beyond it.

Luckily since the triggers for it happen when you intersect it is sort of a self patched glitch, but ought you should know.

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Ye idk why the bug on the last stage happens. something wrong with clearing storage. This is really noticible on the gameboy too, but not on the gbadvance i tested this on. Because of this weird bug it will probably also skip over the disable actor step so it will show him in the top left corner as its default starting position when no position is set.

Shame i got the sd cartridge for the gb after the jam. else i'd have caught those for sure

ye an unfortunate limitation of GBStudio without putting it in a menu somewhere. why i hid it on the bottom left corner of the map permanently. A dirty but functioning solution.

he'll only smack with movement. added a manual as B was technically already occupied with a move i didn't implement.

wanted to add a bash attack which i didn't add with the limit of sprites and all i have with my entry. currently B does the run only but i don't change the animation. but ye fair.

thanks will forsure implement the movement stuff to switch mid air. though was also like, it ain't that bad because i'm at a sprite limit and i can't spawn my attack twice on screen. so will be tricky to manage.

ye music was a last minute entry and the pulses i have are on the lowest bar. I also have 0 sense for music so ... :)
movement attacks were intended like that ye.

you jump on the roof with the drill holding down and B. bit iffy with the spritelimit i have that doesn't show the actual damage area.

you jump on the roof and use the drill. a bit finicky with the sprite limit so i couldn't show the damage but oh well :)

Beautiful and charming game, real amazing gameplay and clever sprite placement.

Precious GB title to download and run. GBStudio pallete swap can be real sneaky.  So I'll judge that part as a SGB title then ;)

frogger would be proud

fun interesting game i ought to be broken at some times but oh you fiend.

Yo this is so clever. Also a good teaching mat. 

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Ye was planning on adding more stuff after I submitted but fell asleep for 12hrs straight after my job and after night coding event ended. Thanks for the reminder though, on it now.

Well it's actually the emulator that I'm using that does that.

Dang, double jumps in a GB game. I'd never seen that coming. Nor velocity based movement speed.

but what if... you set one up yourself?

Oh mate love the spins. luckily my KZ skills came in clutch for this one.

Very unique defense phase.