A quick and clever little platformer! I would have enjoyed more of this. Art is very nice, especially the animation on your cat. Great work!
wbhwrites
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This is one of the games I'd seen in progress while lurking in the discord, and I'm glad to have given it a spin. The score popups are a delightful source of catharsis. It's a fun little experiment, though I don't think I fully understand how to find enemies on the radar popup. Regardless, it would be interesting to see this idea iterated upon.
I'd seen your progress on the discord, and was looking forward to playing, and it does not disappoint. First off, your visuals are incredible. Fantastic choices for the color palette - makes every single tile pop nicely. The amount of work you were able to put into this in ten days is incredible, and that alone is worthy of praise. It's a tasty little adventure game, and one that I'd love to play more of. Cheers, and here's to everything you make in the future.
Delightfully weird take on turn-based combat here. The combat screen is a nice throwback to the GB era, though I'm not sure if the layout matches the era as much - not saying this as an overall negative. It's clean and easy to parse the important details, though I had to look over the map screen pretty hard to get to grips with things. Music is nice, though it doesn't sound like a gameboy game so much. Moody and squishy in the right ways though. Very cool, and I would love to know if there's more planned for this.
First off, great art. I think there are places where it's a little muddied, but over all, this is what sticks out most to me. Music is...well, the melody isn't bad, but its a little jagged as a loop, and doesn't sound like a game boy game at all. Overall, not bad, but pretty light mechanically. Based on the comments on the game page, there are some elements that didn't make it into this version, so I'll just assume that there's more to it than we're able to play. Regardless, cheers for making across the finish line.
there are definitely some things that need to be better communicated throughout the game. The movement being different on each side makes a bit more sense with the upgrades, as the ship goes against the spin of the vortex. But…I don’t give any visual or audio feedback to help the player get a feel for that, so that’s entirely in my head alone.
Its all a mess, really, and several things go left on the cutting room floor as the project fell apart several times while I pasted it together with spit and dollar store tape.
Regardless. Thank you so much for giving it a chance, and for your feedback.
It is in dire need of some UI elements to direct the play a bit more. It’s pretty shallow as is too. I’m still pretty new to GMS, and I did learn quite a bit through the process of making this. A lot of things fell off of the concept trying to get it to this point.
Regardless, thank you for giving my crappy little riff on Tempest a chance. It’s messy but I got it to an upload. I have to believe that counts for something.
honestly, you’re absolutely right. A lot of things fell apart during the making of this thing, but I uploaded what I got functioning by the end of the jam. Thanks for playing regardless, as well as the kindness regarding the concept.
As for the Voidheart section, I need to signal that this is the escape section, as finishing that part means avoiding lasers until the distance counter exceeds the starting point. But that’s not clear to the player at all.
Either way. Thank you so much for giving it a chance.
Interesting concept for certain. I wasn't able to get past the second phase though. Similar to the other comments, it wasn't allowing me to shoot, even after setting up the attack sequence. I'll also note that the game is indeed very easy, but maybe it gets harder after the spot where I started having issues. Played in Chrome, if it matters to future debugging.
Interesting concept for certain. I wasn't able to get past the second phase though. Similar to the other comments, it wasn't allowing me to shoot, even after setting up the attack sequence. I'll also note that the game is indeed very easy, but maybe it gets harder after the spot where I started having issues. Played in Chrome, if it matters to future debugging.
I didn't take that comment about the game being hard seriously enough at first. Regardless, this is a stellar game given that this is your first outing with GB Studio. Great ship sprites and bullets. The ship zips around extremely fast, which was a blessing and a curse for my limited shmup abilities. I did make it to level three...but I didn't get through it...
Second game in row that I've played with incredible use of narrow visual fields! Alright, so first off, I think your music is going to be great with a little more time on it. I like drone music already, so that might just be me. Regardless, it sets the mood nicely. The gameplay loop of searching through an environment while blasting weird off screen hands and floaty things (don't have a good descriptor for those, they died before I got a good look at em) is quick to pick up after a bit of trial and error (for me, as I did lose a couple of hearts on level one when I was getting grabbed), but I did tend to find irritation with the little objects strewn throughout the room. I get the purpose is to put up obstacles between the key and exit while being pursued, but I kept trying to push my way through them because I'm stubborn. Regardless, a promising game. Bravo.
Visually striking, for certain. I read into the other comments to see that this is more of a concept piece at this stage, so I'll limit my responses to that. The basic gameplay loop of snatching up souls does feel pretty good, the ticking clock of a dwindling health bar urging me to keep eating up all of the little people at my feet. I would love to see what context is eventually added. The eye in the sky is great, reminds me of Dark Souls 3. Best of luck with the updated version, and I'll keep an eye out for it!
Thanks for playing! I checked out your stream where you played the game, and I can confirm that the compass isn't broken, my game is just a little hard to parse. I've taken notes from your stream and will be working on a revised version to come out later in the month, if not November. I'm glad that you enjoyed what is already present though. If you're interested, I've added a link to a spoiler heavy play through to the game page. I'll be deleting it after the jam, but if that sounds intriguing, it's there to be viewed!





