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A jam submission

SPERARView game page

Neutralize
Submitted by :> — 6 hours, 58 minutes before the deadline
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Play Game Boy Game

SPERAR's itch.io page

Results

CriteriaRankScore*Raw Score
Is the graphics 1 bit?#15.0005.000
Originality#284.3004.300
Overall#1503.5503.550
Gameplay#1623.2003.200
Theme#1953.6003.600
Art#3042.8002.800
Music#3082.4002.400

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Write down what effects you used.
Just a few plugins to reinforce the engine used (GB Studio), namely Adventure Plus(hauntology) and GB Studio Plugin Collection (Y0UR U5ERNAME). all of them being publicly acquired and freely accessible.

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Comments

Submitted(+1)

This game was great, I really enjoyed it! Very well done!

Submitted(+1)

The way how the aiming mechanic work in this game seems to make the game harder at first glance, but it actually is a key mechanic, allowing you to aim before moving. This is very helpful when you need to quickly move and shoot in different directions.

Developer

I was inspired by the shooting system of the game Xeno Crises, in the mega drive version when using a three-button control there was something similar. I just adapted it in a way that fit better and was easier to control.

Submitted(+1)

What a nice, creative puzzle game. I ended up with neutral morality.

I almost want there to be more of a tutorial, but figuring out the mechanics was also a big part of the fun for this game. I like what you did with the swaps and the different mechanics for each side. The beginning when I figured out which color did what, which blocks I can walk through, and how the bullets interact with enemies was some good gameplay. It was frustrating for a bit until it all clicked! 

One thing I would like changed is how projectiles fired. I often found myself unable to properly shoot at things when the object or walls were too close. This was especially frustrating when dealing with the diagonal enemies and when trying to fire through a block when there's no room to aim and the firing direction is facing the wrong way. I sometimes got through these issues by aiming in a larger space then holding the fire button to retain my direction, but usually I just brute forced it. I'm assuming this issue has something to do with either how the direction is set (too close quarters doesn't allow the switch in direction) and/or that where projectiles fire from is set a bit in front of the player character.

Aside from that issue, great job! I enjoyed figuring out the puzzles!

Developer(+1)

Hello thank you very much for sharing your karma.

About the firing of projectiles, there are several culprits. The first is me, who designed a 15×15 character with a 13×13 collision, and the other is the engine, which by default does not support wall collision in projectiles. For these reasons I ended up not realizing it, so I put more open areas.

The shot is defined by default directed upwards, you change this when shooting while moving, with a new movement a new pattern is set in the direction, so if you shoot again, and you are stopped, you will always have the last shot direction.

Another strange mechanic is with the "z" button because combined with the "x" you shoot defining the direction without moving.

This strategy of shooting at a wall and then shooting was the first thing I put into the game, I'm glad you highlighted it, it's confusing, but the game wouldn't be a puzzle but a shooter.

Submitted(+1)

I didn't even realize "z" did anything! That changes a lot! The problem I had of running into blocks trying to change movement isn't a problem with this mechanic.

Submitted(+1)

It took me a while to even understand what was going on  (I probably still don't know) but then I really  got into your game!

Developer

I loved your comment! xD

Submitted(+1)

I was very confused by the mechanics but it was very engaging and I got the hang of it. This is a unique jam game, good job.

Submitted(+2)

many of the mechanics like what enemy can be hurt in what color or what trap can hurt me in what color isn't very clear, the control is a bit fiddly tho i suppose that's just the engine, good job anyways!

Developer(+1)

Hello, I know it was not so clear, but when you expose yourself to walk with the "light" you will always be exposed to being hurt, but with the "dark" you can always hurt someone, with this idea you can have more confidence in interacting with something new.

Thanks for playing.

Submitted(+1)

What is even happening here 😅