Fun GBS shmup! The artwork is so cute. The slime is the strongest by far.
shin
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Fun! The music and sound effects are outstanding. The tether mechanic is interesting and well made. The levels are a little cramped and it's often difficult to get the tether in the almost pixel perfect position it needs to be in. I'd like to see similar mechanics in more open levels, but it's a great jam game! Nice work.
Nice gameplay, the hook mechanic is great and I love the variety of ways you get to use it. Especially like the offscreen puzzles, maybe the game would benefit from a bigger screen so you could make more complex puzzles like those. My only real criticism is that I would like the collisions to be clearer, it was hard to tell which parts of objects are solid.
Congratulations on making such a great game and getting my first perfect score! Top tier everything, and a totally unique interpretation of the theme on top of that! As a Game Boy homebrew dev I think 90% of this game could actually work on a Game Boy Color. Has your team ever considered working with the real hardware?
Great presentation with both the visuals and music. Unfortunately the gameplay seems to be entirely luck based. Not being able to see ahead prevents any kind of planning. Sometimes you simply can't get enough oxygen. On my best run I only managed to get four parts before I died through no fault of my own. I would like to see more but the gameplay loop requires a lot of retooling!
Fun and very polished game! That being said, I found I could solve almost every puzzle with almost the same solution. There were only one or two levels where I actually had to think about the unique elements in the level. I've played games with the same mechanic before and they had to introduce more additional mechanics to make it interesting. Maybe something to consider after the game jam?
Thank you! Yes, there is a small intentional cool down between B button presses of about 15 frames, but one thing I learned is that it doesnt get communicated to the player properly. Maybe an input buffer would help, hard to do with events though... Definitely something to think about in the future.