Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

wbhwrites

57
Posts
19
Followers
13
Following
A member registered Aug 22, 2024 · View creator page →

Creator of

Recent community posts

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! 

I’m not going to lie - that was a direct homage. Once I decided on that section of the opening, I knew I had to try to riff on the Snake Eater ladder. 

Stellar visuals and music paired with a fantastic bite-sized block puzzle game. Honestly, I'd love to know how a larger version of this concept would feel to play. I worry that it would lose what makes for such a sharp game of risk/reward. Brilliant work. 

I had to stop after eleven levels so that I could come over here and comment about how utterly fantastic this game is. Genuinely love the visuals and the infectious music. 

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.

Not much is as game boy as a Breakout clone, since the console launched with Alleyway. I like this take on the concept, as I've never played "What if Alleyway hates you?" before.  Spot on visuals, solid gameplay, and great sound design.

Gotta rate this game high on my "Am I having an aneurism?" scale. 

Cheers for the creativity behind this completely barmy little work of low brow art you have made here. I am not sure what I just played, but I am weirder for having experienced it, and that's a wonderful thing all on its own. 

Here's a weird deep cut for you - this game sounds exactly like Interplay's Solitaire Fun Pack for the Gameboy, and for that alone I kinda love it since I have that cart sitting in my GB stash as I type this. Game is odd and the visuals are perfect. I dig this one. Great job. 

A nice start, at the very least. I like the visuals, and the music hits the spot. Congrats on uploading anything though. 

Steller core gameplay loop. Incredibly addictive, and impressive from a level design perspective as well. Music is nice, moody, though it sounds more SNES than Game Boy. Sound effects are spot on though. I only wish I could put it on a cart and take it with my on vacation this week. 

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. 

Thanks for playing, and I’m glad you enjoyed it. 

For everyone’s sake, I want to point out that the dark room are the result of the coin flips in the long connecting halls.

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. 

Easily my favorite game so far. Stellar feel on the controls (though my mediocre skill level wanted a lengthier dodge), and the variety of uses for the swords is fantastic. Love this one. 

Damn cool concept, but I couldn't finish it. It's got a sharp difficulty curve. I made it to the second boss. Fantastic execution, though the music eventually got repetitive. Because I died enough times that it repeated a lot. Which says more of my ability than it does about the music itself. 

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. 

This is a genuinely gorgeous game. I think the hit boxes could be a bit more generous, especially given the amount of hits you can take. Tying weapon damage to experience as a form of ammunition felt a little strange but I got used to it. Definitely one I'll be following! 

Lovely art in this one. Fairly simple and controls fairly well. I had a little trouble getting my fingers around the box dropping mechanic at first, but that's my sleep-deprived brain talking more than anything. 

(1 edit)

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...

I was wondering the same thing. Just joined though! 

Fantastic game! I just won after three failed attempts. 

The title length is more evocative of post rock than emo, and the tone of the music is there to match. I kind of zoned out and played up into a score in the 250s before I realized that I'd been sitting here that whole time just lost in the sparkly snow and quiet of it all. Very nice.

The most terrifying aspect of this game is pressing up to jump! 

I kid, I kid...this is a very cool and brutally difficult little game. Stellar visuals, moody score, incredible narrative setup. 

Way too short for how promising it is. Unnerving, brilliantly drawn. Fantastic work.

Glorious soundtrack and script! I got a little hung up doing the boost platforming, but it got used to it after a bit of trying. I'd love to play a finished version of this! 

Strange, wonderful, and fairly challenging to boot. Great concept and execution with very tight controls. Impressive! 

Amazing for the intro alone, but the game is fantastic too. Great music, incredible aesthetics, challenging gameplay. I did get stuck on a space in the boss room, but otherwise, fantastic. 

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. 

Very cool. Palpable tension from the moody score and the fantastic fog of war effects. Can't wait to see where else this goes when I have more time for it...because I got mauled trying to find the lab. Twice. 

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! 

Thank you so very much! The general consensus is that the UI needs work, so I'm making plans for revision. Thrilled that you enjoyed what's here. 

Thank you so very much. The general consensus seems to be that the UI needs a bit of work and that the game needs to be easier to read. Notes are being made, plans for the next version written. Thrilled that you enjoyed what is here now.

Thanks for the incredible praise. 

Thank you so much! It's going on my Pocket right now!