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A jam submission

Wither Rose (FINISHED) DownloadableView game page

Submitted by SkylakeProduction — 5 hours, 32 minutes before the deadline
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Wither Rose (FINISHED) Downloadable's itch.io page

Results

CriteriaRankScore*Raw Score
Gameboy Soul#1342.0663.200
Interpretation of the secondary theme#1501.5492.400
Gameplay#1511.4202.200
Graphics#1551.4202.200
Overall#1561.4722.280
Soundtrack/SFX#1600.9041.400

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

It's too bad about the sound, but this is an interesting world for sure! The strange things running through the forest definitely give a cool ghostly atmosphere, but I wasn't sure what could kill me or not. There's a lot of potential here and the GB Studio community is super helpful if you plan to continue this or other projects!

And I hope you do (if you want to)!

Submitted(+1)

I'm surprised this is first GBStudio game I've seen in a GB centric game jam like this. It seems like you had a lot of ideas for this one in terms of a narrative. I think the game is, in general, pretty hard to read. It's difficult to tell what is interactable, solid, or what exactly damages you. 

The combination of enemies flying across the screen and the constant background noise sort of made me feel like I was going insane lol (I read you're other comment about that. I've never used GBStudio so I have no idea what goes into SFX/music for it).

Developer

Yea, that's pretty fair. At some point, I tried leveraging background assets as "interactable objects", but it would've been better to have made some new, specific sprites for things to interact with, along with "breaking rules", like that one dude in the maze, the pits in the maze not being solid-you know what? The maze seems to be the problem here lmao.

For GBStudio, most of the files for sound aren't easily available for conventional DAWs. Like music requires a .mod or .uge file, neither of which are exportable via FLStudio or Bitwig (to my knowledge at least). SFX takes .wav, but it has to be "8-bit mono" which I was unsure how to do at the time. The solution is GBStudio's in-engine music interface, but then I'd have to learn how to use a tracker, essentially. Definitely an excuse on my end, but the realization came unexpectedly and I definitely wasn't ready to wrap my head around it lol. 

Thanks for playing!

Submitted(+1)

I'm interested in exploring this world, but I didn't understand what to do after passing through the shadow, to the second locked house. The game has a strange sound, constant noise. Everything else looks pretty funny

Developer (1 edit) (+1)

Depends on what you've done to that point. If you've gotten the item(s) in the map with the shadow, you need to go to the first house. If you haven't, you need to get those item(s).


The strange sound is a consequence of not having the time/energy to learn how to properly learn the music and sfx related side of GBStudio lol. Had some good ideas, then hit the brick wall that is trackers and the Gameboy's specific sound file requirements (more specifically, GBStudio's).