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The Great Gallus

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A member registered Aug 23, 2018 · View creator page →

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That appears to be a bug. I had an issue earlier on in the design that caused the hearts to vanish when reloading a save file as I was saving/reading the wrong flags to indicated which had been picked up. Thought I'd squashed it, but apparently I didn't quite get it! Thanks for the heads up, I'll be sure to look into it for any future updates.

Sorry for a bit of a delay, been a busy month. Sure, I can get a repository set up with the source code sometime soon and let you know when it is up. Should I include the ZGB files in the repository as well, as I believe that I made some adjustments to it for things like transition effects?

I ended up figuring out this bug and it is fixed in the updated version if you are interested in checking it out. Thanks again for letting me know about the bug!

Thanks!

Thank you for checking it out!

Yes, it is an actual Game Boy game! The gb file is available to download and should run with any emu (though I've only extensively tested it with BGB as that is part of my dev environment). If you do give it a try on one and run into any problems, please let me know so I can look into it.

Glad to hear that you enjoyed it and like the art! I would have loved to have had a map system, but unfortunately didn't have time to get around to it. Perhaps in an updated future version though!

Thank you much for checking it out! 

The jam definitely put a time crunch on getting polish in there, so there were plenty of things I didn't get around to doing in this version. If you are interested, I have since submitted an upgraded version to Metroidvania Month 9 with a lot more content and visual polish. I also have plans to eventually develop it further and I can let you know when I get around to that, if you'd like!

Thanks much for the encouragement!

As a heads up, I have submitted an updated version to Metroidvania Month 9 with more content and upgraded graphics. If you are interested in checking it out, it's over here. I plan to do even more with the project in the future, though now that it's out of the jams, I don't have a projected time frame for when that might be. I'll be sure to let you know, if you'd like!

Glad to hear that you enjoyed it and thank you much for the feedback!

A map is definitely a feature I would have loved to have been able to work on, but sadly I ran short on time so I had to dedicate most of it to getting the core content done (which is also why there are unfortunately no bosses in this version). If I do get around to making an updated non-jam version in the future, you can be sure that a mapping system will be on the list of features to add.

On the topic of changes since the original version, the original only had one enemy (fly), very few background tiles (and no animated ones), only the first three upgrades, no player character animation, a different jumping arc (only three tiles and no short hops), and no saving system. Lots of new content and visual upgrades went into this version.

Thanks much for playing!

So, my brain just registered why your name and icon looked familiar when I responded earlier, and I just wanted to say thank you so much for making ZGB! It's a really cool engine and I certainly wouldn't have been able to do something quite like this in the span of a game jam without it (and honestly possibly at all). 

It's been a fascinating experience working with it so far and it's been a blast working out new things to do with it (like animating tiles). I'm excited to see what all I can do with it once I've really familiarized myself with how it works. I'll be sure to share anything I end up finishing with it here ^_^

Alrighty, I'll take a look at it and see what caused it to glitch out for you. Thanks for letting me know!

By the way, I just hopped onto the Discord, and I saw that you streamed playing some of the games so I decided to check it out. It looks like you may have accidentally ended up on my submission's page when trying to rate "Gamejammin", so I figured I should give you a heads up

Thanks for checking it out! Glad that you enjoyed

Thanks for checking it out!

There isn't much animation to it yet, just the fly enemies (and one other enemy type). I actually only got around to throwing in those animations right before submitting, so I plan to expand on it (and enemy variety in general) in the future. If I can figure out how to animate the background tiles, I'd like to do that with the waterfalls and such as well.

The glitched screen is likely the result of a bug dealing with room positioning when trying to respawn at a checkpoint (I haven't had much time to bug test outside of a quick run through to the  end screen). Do you by chance know which statue you had last visited when you died?

Thanks for checking it out and glad that you liked the concept!

I'm hoping to add actual music to it in the future, and also plan on tightening up the platforming controls (they are functional, but they don't quite feel how I want them to yet).