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timconceivable

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A member registered Jan 07, 2016 · View creator page →

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i had all the same issues. i got softlocked several levels into the game and don’t have any motivation to start over and try not to waste coins.

sorry, uploads are locked during the rating period.
You can’t upload any new files, but you can make a new project and upload it there. Then link from your original game project’s description. Please include the original jam version too.

DO NOT DELETE THE ORIGINAL GAME PROJECT PAGE, YOU WILL NOT BE ABLE TO REENTER THE JAM.

what a wonderful little experience! very sweet and touching story and nice interpretation of the theme. all of the detail in the dialogue makes it feel very personal and relatable. i wish there was a narrative category so i could easily give you 5 stars! i also enjoyed the music. it’s simple and a bit repetitive because it’s so short, but it’s a nice little melody that sets the mood well. great job!

i always try to to give feedback and rate the games of those that rate and give feedback on mine. i think a lot of others do too. try that out and you’ll likely get more ratings and feedback!

i always try to to give feedback and rate the games of those that rate and give feedback on mine. i think a lot of others do too. try that out and you’ll likely get more ratings and feedback!

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i always try to to give feedback and rate the games of those that rate and give feedback on mine. i think a lot of others do too. try that out and you’ll likely get more ratings and feedback!

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ooooh! those are some really cool ideas!
we actually had planned to add some Balatro-ness to the game, but ended up not having as much time to work on it due to natural disasters and other obligations (and plenty of laziness on my part). the limited fire breathing was actually kind of a last-minute design choice made by Macrow that i agree adds a lot of strategy and makes it more interesting. i’d really love to see what kind of other mechanics he comes up with if he wants to keep working on the game post-jam. so yeah, probably would have found a solution for the softlocking if we had more time. but that’s why the reset level button (R) was added.
glad you enjoyed it. thanks a bunch for your thoughtful feedback!

we really only spent a day or two on the game because of various reasons, so a lot of ideas were cut. a more solid gameplay loop would have been ideal, but in the end we didn’t have time to implement everything. so in this version, it’s just a high score game like retro arcade games. i don’t think there is an actual win state or ending unless Macrow sneaked one in there at the last minute. thanks for the feedback!

lol thank you! glad you enjoyed it.

thanks so much!

yeah, that’s definitely a problem area. if we do any more work on the game post-jam we’ll probably address that. thanks for the feedback!

thank you! glad you enjoyed it.

thank you! our interpretation of the theme is not very original, but it’s the idea we were most inspired to make. tales of knights and dragons are very old and you collect golden coins as you murder the knights.

(auto-translated)

obrigado! Nossa interpretação do tema não é muito original, mas é a ideia que mais nos inspirou a criar. Histórias de cavaleiros e dragões são muito antigas, e você coleta moedas de ouro enquanto mata os cavaleiros.

awesome! i didn’t realize you were also doing GBJAM. i’ll check it out soon!

oh wait. sorry okay, so you have to actually click on the start button to start the game and then WASD and B work. you should map a key (ENTER is good) to the start button.

you should not have to click at all to play the game. the mouse should not be used for the game technically because Game Boy did not have a mouse (it’s fine that you have it as optional though).

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uh oh. keyboard doesn’t seem to work. i tried every key and the game doesn’t seem to respond.

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i had this same bug on a past GBJam. really annoying! our audio ratings definitely suffered because of it (even though the music was amazing). i’m glad you were able to fix it. i just assumed it was an engine bug that i couldn’t fix on mine.

this is why we encourage people to work with others.

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this is not related to GBJam. post on that jam’s forum, not here.

you have to make your own sprites. see if you can find an artist to help you!

the jam theme is not “surf”

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hey! game looks cool. just a heads-up though, you’ve got more than 4 colors in several places because you’re using a background behind the menus (and the credits page) that is partly transparent. this also makes everything hard to read! just making the background 100% opaque should fix the issue.

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it would make more sense to use B instead of Start. the Start and Select buttons were generally only used for menus and stuff rather than gameplay. it probably doesn’t make a big difference though.

yeah, so… don’t use those buttons! lol

i don’t know about Godot, but if you don’t assign mouse input to anything in your game in GameMaker, there simply is no mouse input. you don’t have to disable it with extra code. i would assume this is how all game engines work, but maybe Godot is different?

yeah, it’s fine as long as it’s an optional thing and the game follows the rules by default with the option off.

the GameBoy frame is fancy and all, but the screen is very small. it’s hard to see the game. also the game should have keyboard controls.

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the FAQ has information about colors here and on the main jam page.

FAQ > Questions about GBJam entries >

I have a question about the four colour limitation

You can only have four colours on the screen at once. Black is a colour. The four colours include all shades, all tones, all hues. Gameboy does not support semi-opacity. The four colours apply to the whole screen, including sprites. ➡️ You cannot have one four colour palette for your background and another for sprites. This jam does not allow for a fifth experimental colour like ‘default screen background’. Four is the total amount of colours you are allowed.
You may use three or two. Five is right out.
The four colours you choose do not have to be the default palette you’ve found on Wikipedia. Lospec.com has loads of four colour palettes you could try. You can even make your own.
You can change your palette mid-game so long as the new palette is four colours. You cannot change your colours mid-scan-line or any other sneaky trickery. If you have more than four colours on the screen at any one time it is not obeying the rules.
Yes, the gameboy had three colours plus transparency on sprites. No, this is not a restriction you need to obey in your competition entry.
You can change the palette with a light switch or when it’s night time so long as there are only four colours on the screen at one time. Are there four colours on the screen? Yes? Congratulations, you abide by the rules. Are there five colours? Do two of the colours blend with opacity to make a new colour? Wow buddy, looks like you’re in more than four colour territory!
‘Four colours maximum’ means ‘four unique colours’. A colour is a unit measured by its unique properties such as hue, saturation and value (or whatever other colour system you subscribe to). You could have red, blue, green and yellow on your screen, but ‘a slightly darker shade of red’ would count as a new colour. You could not have fifty shades of blue and argue that you’re only using ‘one colour’.
Yes, the illusion of a fifth colour counts as a fifth colour. Do you quickly flip the palettes to make an extra colour? Does it have an extra colour on the screen? Welcome to five coloursville friendo, population: you.
No, dithering does not count as an illusion of a fifth colour, as long as you are sticking to the 160x144 resolution.
If you want to argue how your five colours are special, do it in your game jam submission. I’m sure the reviewers (your fellow game jammers) will understand… 👀
If your next question starts with “but what if” the answer is no. No, you can’t do your special idea. It breaks the rules.
“Can I use shaders?”
Does your game have four colours? Is the resolution 160x144? Does your game art adhere to the spirit of the jam - i.e. does it look and feel like it’s on a gameboy? Yes? Go ahead.
“But-”
Then no.

covers, remixes, remakes, demakes all are not allowed. just make something new. use the song as inspiration without copying it.

it’s a good idea to scale up your game 5x so that it will be larger on the page.

you can be on multiple teams

no

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um akshually… technically the use of public domain works (or any assets, except fonts) is not allowed.

Can I use public domain assets?
No. Music, art and programming must be provided by the people entering the jam. This is to encourage teaming up with other users to make the best game you can!

Ultrabox is probably the best place to start if you’re new to making music. it probably won’t sound exactly like Game Boy music, but there are a lot of chiptune sounds you can use that will sound similar enough.

nope! so you can go crazy and do basically whatever you want on the page.