We didn’t have time to fully connect but thank you so much for the copy of this game! I’ve played it a little bit already and see you’re working on some new stuff too! Hope so stay in touch!
Tyler Lombard
Creator of
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Appreciate you giving it a shot! Things will definitely start off a little slower but the gearing and ability modifiers you can get as you progress will significantly impact cast/attack/move speeds.
In fact, the Aqua Slash ability modifiers are designed around mobility with increased movement speed on kill and teleportation on kill.
Interesting! I might play around with that but it would be very heavy on sprite usage and I'm pretty much at the cap already. A big problem i have is because the player attack proj is dynamic based on class, main skill selected + modifiers all those sprits have to be loaded in so if I can find a way to redesign that so only the active skill is actually loaded and instead the projectile tiles take up x amount of ram space and just swap in/out . That'd be a huge undertaking though.
Thanks for playing! The plan right now is to release another class with 2 more skills and work on the 3rd class skill for each later in development. Overall I’m targeting 3 classes each with a unique playstyle mechanic (the wizard-like class is increasing skill power in some way when you hold b before attacking) and 3 abilities with unique modifiers for each.
Finally got around to playing this! Simple concept that you took to make a great game. Controls are perfect and so is the overall speed and track designs. Races are pretty tough and I only managed 12 points my first go around. I’ll probably play through it a few more times to see if I can get better. I definitely like the track type with 5 laps for a fastest lap.
Thanks for the feedback and thanks a lot for playing! I know about the graphics glitch with the timer and after some research post-jam it seems it may happen when there are too many actors on the same line but I wasn't able to fix it before the jam was done.
Also, funnily enough if you fail to get home before the timer runs out you get a retry button but I honestly didn't think about giving that option after a successful run. I'll probably change those things once the voting is over so I appreciate the help!
Thanks for playing! I struggled so much with the music and probably spent over a day trying to learn and make music with a tracker. I ended up with something I'm happy though even if the theme of the music doesn't quite fit. I'm also no artist and I took a lot of inspiration from Pokemon Red's art style for graphics that at least let you identify what you're looking at. This was actually my first game although I've been messing with GB Studio on/off for a little bit.
Thanks for playing! The main theme or premise of the game was that whether you complete all or any of the tasks, it doesn't matter. I know most people would talk to as many NPCs as possible so the idea was the reward was enjoying the goofy dialogue. If you rushed and try to speed run all the tasks you would miss most of that.




