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YaBoiBrainz

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A member registered May 28, 2024 · View creator page →

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I'm glad you enjoyed it! I made two types of healing, one to heal max hp loss and one to just heal hp, the max hp heal both costs more and doesn't heal a lot of HP as a way to make losing max hp more punishing so it was intentional, I'll look into increasing the speed but I intentionally made the player somewhat slow since I wanted to impose some minor survival horror vibes, nevertheless I appreciate the feedback!

I appreciate the feedback and the kind words, the pickup that resembled stamina was intended to be similar to a heart piece, with one in each zone, and only after collecting them all would you get an extra stamina. Crashing on trying to exit the main house area absolutely wasn't intended and I'll be sure to fix that in a post-jam update along with the shadow enemies not despawning. The large gear door in the main hall was meant to be powered on by going through the final zone but, as the final zone is unreachable, that is not possible. The textures on the opening room flickering was most likely due to how I tried to circumvent godot's automatic collisions not working properly so I'll look into that as well. As for the boss HP, I was taking inspiration from classic Zelda where there aren't hp bars and you're more meant to get a sense of how far you are in the fight by the boss's routine but definitely didn't show it on the first one so I'll probably reduce his hp for a future build. Once again, thank you for playing, I really appreciate all your feedback!

Thanks for the kind words! the bugs have been fixed (took not even two minutes, I just forgot a few lines of code) I hope you give it another shot!

I'm glad you enjoyed it! I'm definitely more of an artist than a programmer so some things were bound to slip through the cracks, thanks for playing!

Note: there is currently an easy way to get softlocked, I recommend going to save after picking up the first key and not entering the save room again until after the first boss is defeated, this will be fixed in a post-jam update. 

Yeah, the issues you faced were on the coding end, I had forgotten to implement some code to check if the boss room was unlocked when the zone is first loaded as well as to check if the key was used, despite already having both of those variables set up in the save function, so unfortunately the only way through is to get the key and save before interacting with the door, other than that I'm glad you enjoyed the visuals and I appreciate the feedback!

Really cool theme implementation, I love the game boy color style, if I may make a recommendation I don't think text portraits are necessary seeing as rosie's in game sprite seemed more emotive than the portrait was. 

Really fascinating concept, the city falling apart around you as you played was a really cool visual. I'm impressed you managed to make this for two jams at once but I really wasn't feeling the metroidvania elements. 

really cool concept but some of the hitboxes seemed off when shooting enemies, and like another commenter said the aim speed definitely should be increased. 

very adorable art and music, definitely has a ways to go but this is a great foundation

Very pretty game, honestly surprised to see that you made it so we could change the color palate, that's an impressive amount of polish. I also really love the metroid vibes combined with the monochrome pixel style, overall a really well made game. 

The promise is there but you definitely have some work to do, the complete lack of air control makes for a difficult and unfair platforming experience. Keep at it!

I love the pixel art and environment design, though some of the sound effects seem a little too harsh, like the jump sound is a bit too high pitched, Great job!

It might just have been too quiet for me but I don't remember any music, I may be wrong and will check again. 

Thank you so much, I'm glad you enjoyed it. I'll be sure to keep your offer in mind, I really appreciate it!

Thanks for the kind words! I definitely pushed myself to the limit for this and did actually take some notes from castlevania 64, especially with the first area. I'm glad you enjoyed it!

Yeah, I can't lie most of the texturing was a rush job, definitely something I was planning on returning to if I had time but I never got around to it. Thanks for playing!

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I believe I know exactly the door you got softlocked at, I'll be sure to fix it. for now i'd recommend saving after grabbing the item and hitting the switch after unlocking the door. I'm glad you liked the game!

Right away I was blown away by the opening cutscene, it just looks phenomenal and reminded me of the cutscenes from metal gear solid peace walker or the yakuza black panther games on psp. Unfortunately, I immediately hit a wall a few seconds in as I couldn't jump on controller or keyboard (I hadn't checked the game page and instinctually tried to use spacebar and WASD) once I got going though I could tell there's promise, though I did end up clipping through the wall and ended up getting stuck. other than making controls a little more clear in-game and fixing the clipping, I also feel like there could be a bit more feedback when you're attacking and being hit by enemies, Keep at it!

the art is awesome, but its definitely held back by the lack of everything else, keep at it!

I really like the pixel art and environments, but at one point I entered a room with a large blue star that I thought was an ability pick up only for nothing to happen, when I tried to leave the room I couldn't quite make the jump

This is such a cool concept even outside of the jam's limitations, making levels out of the insides of living things is just so sick. The only thing I found lacking was the audio, the game could really use some music and additional sound effects

Really liked the pixel art with the exception of how the pixels are of differing sizes without much reason like some foreground and background elements are massive while others meant to be in the far background are tiny. 

really cool style and creature designs, though I have got to say that the constant sounds of the creatures screaming was unpleasant. 

I can tell that there's some promise here but its definitely got a ways to go, keep at it!

The art is phenomenal, everything has such a coherent style to it

this game has a really cool style to it, though I feel like making the controls for the consoles move from wasd to arrow keys is kinda unnecessary

really interesting game, honestly didn't expect a text adventure game in a metroidvania jam

Unfortunately it seems like your upload is broken because you didn't include the .pck file that the exe exported with

I really like the environment and enemy design but I do feel like there is still some work that needs to be done, keep at it!

really awesome game, love how crunchy all the sound effects are and the humor is really great too

very cute little game, love the music and art

very beautiful game, I'm surprised that a metroidvania with kirby mechanics hasn't been done before

really neat style and music, but it really wasn't all the clear how to start the game as pressing the a button on my controller, the button I expected to interact with menus, just made a bounce sound 

The environments and lighting are really nice, though I gotta be honest I couldn't help but laugh when I saw that the first weapon was a gun after the title  screen showed a katana

very fun combat, though I couldn't really tell if the turtle demon boss was the ending or if I just bugged out and couldn't proceed

I really like the environments  but I noticed that the player's projectile has a strange habit of launching at different speeds depending on movement input, like if I held down + left or right it would be incredibly slow, but if I just held left or right it would be fast. 

Loved how fast paced the combat was, and the music complemented that perfectly, the camera feels way too strong though, I feel like it would've been better either fully uncontrolled or with fixed angles 

Really fun game, I love how bouncy everything feels and the environments are so pleasant to look at

the style is really nice and the environment design is really good, but it could really do with some audio settings. I also noticed that the enemy projectiles went through walls and I am unsure of if that was intentional