If you want to, feel free to do so. I wouldn't have uploaded the source, if I'd mind people "stealing" something. It's just a basic gameplay concept/mechanic after all. :)
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Thanks, nice you enjoyed it. And as mentioned, it's just a prototype started over a weekend. I'm thinking about expanding the idea, but it would also need a few more mechanics to keep things fresh, so unlikely to happen immediately.
The game is stupid. Couldn't stop laughing the moment Mark started playing. Still can't touch it for more than a few seconds without grinning all over my face. Even watching that GIF is enough…
Yeah, I agree with the others. The design is nice, but I'm not sure the tracks should "wrap" when you try to move inside/outside. This makes the whole concept a bit too easy I guess. Also is there any advantage to ever using the middle lane?
I like the generic idea, but right now it feels a bit too tiring, waiting for that specific solution to happen, etc. It could definitely work as some kind of "one trick pony" with multiple screens, each having its own unique mechanic or approach. One more thing (graphical) design wise: I would consider it better for pixel sizes to be uniform. Go with the classic 70's look. But don't mix in higher resolution text. I could even imagine this with more simple 8-bit style sound effects (although this might be tricky to get it right).
Yeah, thinking about it, it feels a bit too "one-sided", always just the same. So more mechanics would indeed be nice. I thought about her calling you from a distance at first, but it felt too easy (therefore she'll "pong" you, if you "ping" her). And as a fun fact, I originally wanted to do just a blocky maze (think typical GameBoy RPG), then experimented with polygons and finally thought "Why not use a bitmap, it's way more easy and flexible?".
Any chance you downloaded the game very early after I submitted it for the first time? There should be an openal32.dll included right next to the main executable (which I added like 30 minutes later). Try downloading again (or updating/reinstalling in the Itch.io client). If that still doesn't work, you can grab OpenAL for Windows here.
Agree, it could definitely need more game elements and different obstacles to make the mazes more interesting. Like actual waterfalls or maybe even some kind of switches or enemies or other threats you'd want to a void.
Yes, thanks, those are definitely thoughts similar to my own. I also noticed it might be good to actually know the bat is moving, even if it's completely dark. Hitting walls sounds a bit too harsh though, getting stuck is punishment alone I guess.
Look at the problem from a different perspective: Part of Nintendo's early success was the limited number of controls in most games and their consistency. Sure, there was the odd game where you'd jump using "up" or run using "A", but ignore those.
If you can, try sticking to original gameplay controls, even considering it's not part of the rules. It might make the game more accessible and easier to pick up. Think about why "Flappy Bird" was such a huge success. I'm pretty sure part of that was due to the minimalistic control scheme.
Just try to avoid creating complicated combinations (not talking about something relatively simple as Castlevania's "up + B") you'd see in a bralwer such as Street Fighter without really needing that complexity.
All jams I followed or participated in so far had fonts as one of the exceptions for the "everything has to be done within the timeframe" section of the rules. It would be ridiculous, especially considering some toolsets or libraries have them built in already and these are allowed to be used as well. So don't worry, just look for one you like and use it (of course following its licensing terms). I don't think anyone here minds. :)
Consider it this way: Probably nobody will appear at your door and kick you in the stomach if you break any rule, even the resolution one. :)
Stick to the given resolution, four colors, and use tiles and sprites rather than anything polygonal/dynamic and you're fine in most people's opinion.
If your game plays well and feels like it could have been on the Game Boy it's fine, even it would have been slow as hell.
If you want, look up "Elite" for the Nintendo Entertainment System. Yes, it's been done and it's in full wireframe 3D even though the NES had no 3D hardware (or software) support and essentially tiles and sprites only.
For most it's just for fun, a learning experience, or some creative way to try something new and share it with others.
If you want to participate, just do it. Don't worry too much about the rules or restrictions. Bend them as you see fit, just try to stick close to them.
Also keep in mind the notes above are mixing up GB/GBC a bit. Originally you only had your 4/3+1 grayscale palette and nothing more. The palette swaps for sprites were introduced with the GBC for obvious reasons.
In theory you can use Inkscape, but practically you'll most likely have more work getting your stuff to look good later, even if it's just due to reducing the number of colors (Inkscape will use aliasing after all).
Draw a simple character or object, export it as a 16x16 pixel image (Gameboy games typically used 8x8 or 16x16 for tiles and sprites) and see how it looks like and how much work it is for you to get it right (i.e. reduce it to 4 colors or 1 transparent + 3 colors while still looking good)
To be a bit more specific, you essentially got one background color (the brightest one) and three darker tones to draw on top. You can't really draw with the background color.
For alpha transparency you can fake alpha by letting your sprites flicker (visible/invisible) between frames, which was rather common back then.
I think one could even add blending between frames to improve the effect, since the original Gameboy had quite some ghosting going on.
So in some way you can have alpha, but you'll have to fake it, if you want to stay authentic.