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A member registered Sep 24, 2016 · View creator page →

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I was looking into using A* mainly to play with it to get some experience, but it's not necessary in this game, I didn't use it in the end. I'm reworking the game tho' with potential objectives and other things too. You can find the devlog at the game's page

I see. I'll take it down. I don't actually have a Mac so I can't test it, but I figured if Godot can export it why not do it anyway

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Hahahhaa, well in truth this is my first finished project, that tutorial was never officially finished, still waiting on some Godot features that will probably be in v3.1 to actually finish what I started back in v2.1 :P, but you'll be glad to know, I plan on making this godot jam game into a tutorial or at least devlog in itself, right here on the project page, Diego will help me with the music and we'll make it look nice and feel nice and actually have good nice easy to understand codebase :D

Tehe, know how that goes, I also got some bugs in my entry that I couldn't fix in time and lots of missing features I wanted to have in have.

Didn't try it that many times but your game crashed every time for me after a couple of repair clicks but I'm sure you can fix it.

Give it a couple of more tries, let me know if it becomes apparent or not, thanks!

Also tried it and I have no idea what's happening, also the controls are super sensitive, the speed of the yellow thing is too much.

Went the extra mile and downloaded the source code from github and opened in godot, it's a pain but I could at least try it Too bad it takes a few clicks on REPAIR to crash the game, I assume it's something with how you keep track of the AC units in the array/dictionary. The idea is nice and simple, can't rate too high because of the immediate crash, if I could play for a little longer at least I could have got the feeling for it.

Yes, it's missing the pck file so it doesn't work, too bad, at least the soruce code could have been uploaded.

Yah, I agree, I mean what I had in my head is to let the player explore a bit, even if it means he'll die easy the first couple of tries, don't know why I thought that was a good idea haha :). Thanks for the feedback

Indeed, I plan on munching it further and see what comes up :P. Ya, sorry, I just got bogged down in other stuff and I'm well aware now that it's not as intuitive as I hoped it is :)

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Thanks for feedback. I think I'm gonna work more on it to actually make it fun and have proper tutorial/help explaining the mechanic. It's really simple, you loose heat while moving and gain heat from the other enemies by jumping on them, you also loose heat when they jump on you. If heat reaches 0 you die, but it's only encoded visually, blue = 0, red = 1 :)

What's your point?

Phu! I mean, for us n00bs that are just starting out with game dev. that would have probably been... impossible? :D Well, not necessarily, but definitely harder for sure. So I for one like those bendy rules a lot more, I don't think the goal here should be creating an emulator for this thing :)

don't think inkscape is very easy to work with, look at my other comment:

Is this guideline official? Are you one of the organizers? I would like to know some of the organizers thoughts on this matter, especially because I've seen in multiple places now that the "keep it as GB as you can" isn't really enforced. Also if you go all out on the specifics why nothing about audio/sound?

Not me, I'm new to gamedev. and jam, I'm sure I'll cook up like the worst thing ever :)

krita + (includes 3 pixel art brushes) + (set-up from scratch & example) + will get you on the right track (maybe) <- all free

This doesn't answer the question about the resolution :)

Yes, exactly, I came here to ask exactly this if we're allowed to stretch the viewport or something since... you know 160 x 144 on PC for example could be super tiny if you HD or superHD resolution or whatever it's called.

@joemag these invites you're sending have an expiry date, be sure to check "set this link to never expire" before you copy it

Look at the end of this talk to get "thy this is so hard" Also don't assume that we all know how these gameboy things worked...

I'm also interested in this, this whole color business is super confusing for beginner game-jammers and especially people that never played on these devices

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Hm! I think the rules should be more explicit about this since if you were to take it literally you'd think only 4 colors for the entire game... so! It does say "Use 4 colors per game" not... "per level"

Yep, my first as well

Godot :)

Thanks, that clears up things! I wouldn't start the developing before the jam starts, but I definitely need to do some research as this would be my first game and I don't know if I'm able to do it in 10 days... :). Hope that's not breaking the spirit of the jam! I don't like being the "cheat" :P

Hello fellow virtual entities!

I'm new with game jams in general and I want to be sure about some things:

1. does 4 colors mean, 4 colors on top of the 2 white and black non-colors? example: white, black, red, green, blue, yellow, would this be allowed?

2. can there be shades of these colors? say have red and play with saturation or luminosity?

3. what's stopping us from starting developing the game today? how does this work exactly? do we need to start building the game when the jam starts? or can we gather resources and start developing on it right away and just have it submitted during the 10 days?

I'm Razvan Radulescu, razvanc-r around the web and pretty much unknown as I've only been lurking in the virtual shadows but I'm trying to make my way towards game dev. somehow :). I'm a fan of Godot and would like to use this engine, but it can't export for gameboy, would it be enough to just have the specific resolution and the color thing?

Thanks for all the help!