Thank you so much!!! I've thought about doing enemy sprites as they're a bit more functionally important for a game- got any suggestions? :] I've also thought about branching off into a dark fantasy set
Sleepless Seven
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Followed this on twitter and was excited to check it out! Turns out I don't have anywhere near enough retro knowledge for this, but the art and sound make for great vibes :] For some reason I do think my expectations of iso movement are opposite what this game is, I think of up=northeast instead of northwest, and all that follow, so it didn't feel natural to me.
Yes! to see what little we have of the 3rd boss, SKIP the dragon boss ( don't interact with it's crystal) and when you go into the final room, the 3rd boss's crystal should be there! Yep, it's all really a matter of execution, isn't it? :] was going to have the dungeon rooms start to glitch out a little bit too( alongside character dialogue) to set up for the unholy dragon fight.
Well a gb rom might be a bit of a stretch but we will let you know when the polished version is out! it was developed in fusion; but we do have ideas of porting what we can to gbstudio; the biggest thing we'd have to nix is the "mode 7" style airship travel, although it could be replaced with something "shmupy" perhaps.
thank you so much! Yep unfortunately the dungeon was the last thing we were able to implement and it had these issues; you did things the right way and got punished for it! As for the garbled dragon, he's supposed to look like that! We didn't have time to set it up narratively or visually enough, but the idea is that reality starts to crumble around the entities found in this dungeon, and I've always loved glitched aesthetics ever since I found missingno. way back in the day...
We are actively working on a polished version and it will definitely include a better cutscene and inventory/ status screen system :]
Thanks again!
Thank you so much for playing and recording a video of our game! Yes it's absolutely our fault we didn't have time to embed the font, I might update the description to make that more prominent as it unfortunately makes the whole game look bad. Many kinks to iron out, and mana, along with other battle systems are just a few that we hope to tackle in a polished version. We'll let you know when we release an updated version that will solve these issues and be much closer to our original vision :]
Incredibly unique aesthetic vision delivered through the title and cutscene arts. The story adds weight to the already interesting mechanics. I do wish the in game art was as captivating as those first scenes, but that would have been a tall order! No noticeable bugs in my playthroughs left me with a tight nit, concise experience that doesn't let down in aesthetic or gameplay!
Don't feel bad at all! It's not a perfect product, and you point out some of the reasons why. I'm touched that you felt strongly enough about it to have such turmoil!
Inventory, the sky stage, and of course completing the dungeon are all things we intend to polish up in a post jam release. We are nothing if not ambitious, but that often comes at a price. :]
Thank you for such an in depth review of our game! It means a lot to see our work resonate so strongly.
Well paced mini adventure! Both the art and sound are simple but well done, selling the atmosphere of a lonely space station. The rotating enemies attack feels a bit nonsensical , sometimes it feels like it ropes you in, or damages you after the fact. Overall an engaging experience that gets bonus points since it could work on console :]
Great entry! Phenomenal graphics and sound in an impressively sized map! Ran into some bugs where after death, I re-retrieved the fire gem only for it to give me the electric one ( since my gems were no longer in the pedestal and I didn't think to look at the ui below, I thought I had to find the gems again upon dying) and then when I finally got the electric one for real, placing all gems gave me the big screenshake, but I still couldn't open the citadel. Even with that it was a fun experience that would be great to have on the gameboy!
Haha I guess the full team is bigger than some! an artist, programmer ( whose partner also helped with many initial concepts) and 2 musicians we hooked along for the ride! But the name is just because it sounds cool ^_^
Absolutely in a polished version we would have attack animations. We had to settle for just the screenshake as we franticly struggled to get something non-broken across the finish line!
That's a huge compliment! We learned a lot this jam, so I think in the future, with our new knowledge and likely smaller scope I think we can put more effort into the finer points of the gameplay :]
Thanks so much!
I love a gameboy card game! Even with the instructions perhaps it's a bit mechanically complex? I didn't really understand why I was able to play all my cards during the sailing phase, and why I wouldn't since I could. Perhaps because it would be at the cost of rum but I ended up with many hearts which seems to be the same thing? I think simplifying to one resource there may have helped. Either way a great prototype I'd enjoy seeing polished :]