it isssss :)
Starlab Games
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one other issue i'm having is actors not animating if they don't move diagonally first. this didn't happen in 4.1
is there a fix for this too?
unsure if it's also a bug but trying to use the new left-right-only animation state doesn't flip the actor when moving a different direction, at least in adventure mode. could that be added as a fix in a new version? would halve the amount of animation data i need for this character. if so, i guess the expected outcome would be if it moves any amount left or right it will animate in that direction, but if it only moves up or down it will maintain the direction it was already facing? would be a huge deal for me if that's how it worked
Yeah the boss variety and the story aren't great. I was rather limited in what I could do not only in the software but with my "skills" as a programmer/scripter. The issue with the story in particular is humourously referenced in my next upcoming title by an NPC right at the start of the game lol
Sorry to hear you were disappointed in the gameplay. The game was designed to be "baby's first no-hand-holding-metroidvania". It probably just wasn't for you, but you managed to made it through to the end without much if any help! If you play it again you probably won't even need the map and will find your way around far easier than the first time. The game can be beaten in less than an hour even if you only play a few times.
Unfortunately if you didn't like the obtuse moments in Repugnant Bounty then you likely won't be super thrilled about The Children of Magia either, sadly. I hope you'll give it a shot anyways though! Thanks for playing :)

its not a script:
steps to reproduce:
1) add platformer+ to project files
2) try to export
EDIT: it does not export if you try to use any of the events. It will export if you dont use the included events, but platformer mode is still unusable due to it deleting pretty important things like gravity and movement speed from the project files
BUGLIST ;) (spent a bunch of time on this)
holding the fire button when holding D-pad causes wink to shoot another bullet when a new d-pad direction is pressed
bouncing off springs freezes you for too long. i get it's intentional, but lower the time to improve quality of experience
the way you activate end-level bonuses is confusing and doesn't register half the time
you can decapitate the dog in l2 if you spam the beam
animations on enemies dont play properly when you interact with them if they have a script like jumping over and over. likely caused by the jumping script taking priority over the animation part of the script.
you can make jumping enemies get stuck in mid-air by moving under them during their jump and spamming buttons (though sometimes without spamming buttons)
many bags in the game knock you over ledges, irritatingly.
annoying leap of faith above pit at the checkpoint
when enemies die, the cloud they make carries over their behaviour
heading back through a door at the start of level 3 causes you to get stuck in a wall/turn invisible/spawn nowhere
coloring throughout the game is fairly nonsensical and makes it difficult to tell whats a platform and whats a void
walking beside the house right beside the world1 house causes it to turn purple???
walking through various overworld tiles when you probably shouldn't be able to
walking through triggers that have text box calls keep repeating the text as you're pushed out of them. this can be fixed by setting a variable to "true" then checking if it's true
coins in overworld far-left-hidden-house glitches and is collected multiple times for some reason. (likely happens elsewhere, too lazy to check)
spider in far-left-hidden-house-basement cannot be killed
dying to spider stops the music
talking to some npcs gives wink 1 frame to control between lines of text
flowers in overworld near shop are corrupted in more ways than one. broken tiles, weird collision, etc. i get you're trying to make it so you're climbing the flower, but it doesn't work. collision in the overworld is just bizzare in general
the weird liondog thing in the cave with the eyes looks like veund and i find that quite funny. not technically a bug, just thought i'd mention that.
walking into flying enemies when they're at eye-level with you causes them to die instead of for you to
bubble animations are severely delayed for some reason
unsure if climbing back up the vine in level 3-3 and going back down is supposed to let you recollect the end-level prize infinite times, but regardless it makes the shop useless
a lot of things in the game say theyre unfinished and will be available in later betas, but isn't this supposed to be released really soon?
dying often causes screen to bug and overlay to flick up multiple times before finally fixing itself
honestly im done at this point XD hope this helps!!
the name is Starr Hazen :)
the game was developed primarily during a time when gb studio was suuuper limited. the sound effects in the game were only added in the last few weeks of development due to them just being possible to add at that point. if i ever make a DX version of the game, these are some of the things i would be tackling lol
ok ok wait wait wait this is actually well done!
i would 100% love to see this completed!!
however, may i suggest improving a few things?
the thing that bugs me the most is the UI speed. if you set the text speed to instant, it would work a lot better.
other than that its just things like missile drops not spawning yet and samus' physics are a bit wonky. i get gb studio's built deceleration isnt super fantastic, but theres a plugin that allows for more control called "platformer+".
also, at the save stations samus' sprite can become unaligned/jank since im assuming you're using a different actor for the front facing view, which is totally fine. however, you should set samus' actual player position to the middle and re-center the camera to samus then hide her and do the save animation. that way it both makes her spawn in the middle on reload and fixes the funky animation bug.
can't wait to see more from this!
still unsure why my game was removed from the entry list. i don't think most people would consider saying "my other games are better" or "please check out my itch page for more of my games" in the description a bad thing. isn't that part of game jams anyway? to have fun and maybe get a few new people interested in your work? i really don't understand why my game was removed, though i guess i can't do anything about it. the games here were mostly good regardless, its just unfortunate that this was the outcome of this gamejam as i would have liked to be part of it too.










