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.
timconceivable
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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!
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!
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.
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).
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.





























