It was a tie. We both got 1st place in 2 categories, 2nd place in 2 categories, and we tied on the 5th category.
Unpainted Productions
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I have kind of a statement, sorry. I found this tag, Gameboy-camera. It has 9 games and 1 zine, but it could be a good tag to recommend to use for submissions to this jam!
I want to add cutscenes and a branching path to the story mode, but I couldn't add to because of the jam's "asset-only" parameters.
I think a cutscene to clarify what you're supposed to do on the enemy's boat would help. That, and an opening cutscene showing the player getting debriefed on the mission and putting on the diving suit. I also think it would be cool if during the mission briefing, you are told to go east. Then on the seafloor, if you go left/west the path just goes on forever until you go right.
This is an excerpt from my devlog for Enemy Mines:
I COULD NOT get the music to loop seamlessly, and it resets between screens, so I did not use it for some of the minigames. That's also why I included a traditional GameBoy .uge song ("Desert Chorus" by Mute Audio) as an optional other track. I tried to use the solid color squares from the crayon pack to crunch down into tiles, but they came out so unrecognizable, it would've made the game hard to understand.
Non-Asset-Pack Assets used:
- I drew waves, a submarine, two watercrafts, sand/ocean floor tiles, and chains. I also drew my classic smiley face logo for the Simon Sez game.
- I put a Dopefish in my last game, so I tossed one in this game too because of the underwater setting.
- The QR codes were generated by itch.io user Jim Scope's program GB QR Studio.
- "Desert Chorus" from Mute Audio's Free GameBoy UGE Files: Volume -4 is unlockable after reading through the credits.
- Two sound effects (Bark & Delayed Click) from the asset pack included with this zine are used on a screen that many players may not interact with.
- There is also a set of images viewable in the art gallery after finding a hidden secret that are not asset pack content.
- Hidden on two secret screens is the sprite for a rupee from Zelda 1.
- I remade my first game using the font and an asset from the Crayon and Kazoo Asset Pack as a minigame, but I couldn't get the Kazoo music to play properly.
- I used the provided font as much as possible, given the limitations of GB Studio.
I have included my modified assets for the community expansion in the downloads for my submission to the Premium Crayon and Kazoo Jam, a GameBoy game titled Enemy Waters. Once you've downloaded the assets, please respond to me in this topic so I can take down the community expansion download from my game's page. Thank you for hosting this jam.
Edit: The GB Operator exports images to 1280px by 1120px, so I've resized it to 128px by 112px for this comment.
Below, I have an image edited to use the proper colors and resized, a proposed border and an image edited with the border for example of what I would need to do to participate. To the best of my knowledge, the only way I can directly pull a capture off of my GameBoy Camera without needing to crop a screenshot of gameplay would be to use GB Operator. I have a GBA SP, Modretro Chromatic and a Japanese GameBoy Camera, if that helps.








The current title is "Enemy Waters". Here are a few basic images depicting some of the assets I made (The sand, arrows, and circle). I did use the font from the asset pack to make all the non-dialogue text on-screen. I've also modified some images, like the bubbles, I did not alter aspect ratio, just rotation and placement. I've probably put about 8 hours into my game so far, mostly in long stretches. I really don't want to be disqualified because I've gotten a lot of work done and I feel I could upload this game any day, but would like to add more. I feel like almost every screen in this game has a non-asset pack asset, which makes it feel like I didn't use enough, but visuals like the arrows, sand tile, and such are needed to make some of these screens more understandable on GameBoy. Is this kind of game subject to disqualification?
I'm making a GameBoy game, so I've had to make a lot of the Crayon assets super crunchy, using this method. There's also an issue in the font. The lowercase "t" has a huge gap on the right of it, making it almost impossible to use without modification. I've been editing text that I write with it to remove the gap. I hope that these usages are still recognized as using the assets.
I worry that I've used too many non-jam assets. Other than UI elements and QR codes, I drew a face, a repeatable sand tile, 2 boats and a wave animation for water. I also tossed in some Easter eggs from other games, but most of them will not be seen in most playthroughs. Can I be disqualified by not using enough assets?
Hello everyone, feel free to add more questions below.
1. Submission rule 4 says "add screen shot(s) to your project (the Game Boy Camera capture, upscaled, without the Pixel Art Jam 2025 cover)". What size should these resized screenshots be?
2. If I submit four images, are all four images considered but the favorite is chosen by your team? Or am I supposed to choose which image is considered to be my favorite?
3. I used a GB Operator to export images, it supports transferring images off the GameBoy Camera but crops out the border, making the exported images 128px by 112px. Can I add a black border to make the images 160px by 144px?
4. Do the images need to be in the traditional GameBoy colors? I can change the color easily without other modifications, but the images natively come out in grayscale.
5. Do the images need to adhere to the 192 tile limit that GB Studio requires to make it onto the compilation ROM?
Thank you for hosting this jam, I am very excited to do some photography!
- Jade
Here is an example of a GameBoy Camera image exported with GB Operator:

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