Play gameboy game
Bananape GB's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #145 | 3.214 | 3.214 |
Graphics | #154 | 3.571 | 3.571 |
Soundtrack/SFX | #184 | 3.071 | 3.071 |
Overall | #188 | 3.286 | 3.286 |
Gameboy Soul | #211 | 3.286 | 3.286 |
Interpretation of the Secondary Theme | #233 | 3.286 | 3.286 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game match the theme?
You play as a monkey who collects bananas to grow bigger and bigger, the way you interact with the scenario and SPACE changes as you grow. In other words: "Space is reative"
Leave a comment
Log in with itch.io to leave a comment.
Comments
I set the pixel perfect camera on unity to 160x144, It should be in the correct resolution but it's not, I only realized that after the jam... A shame, but there is nothing I can do now.
monki spin !!!!
MONKE
the physics are a bit weird, but prpetty fun =)
This was a fun platformer sadly I only got 169/175 bananas the last 6 were too hard for me. I like the openness level and that backflip jump was really good once I got the hang of it. Overall fun game you went BIGMODE with this game.
ride wife. life good. wife fight back. kill wife. wife gone. think about wife. regret. find banana. banana good. life good.
Life good indeed
Backflip good, banana good, ape-cheeks good, resolution wrong.
Interesting interpretation of the theme. The ape is cute. Although, the resolution seems to be too large.
Congratulations on the submission!
the res is actually 160x144, most sprites are 16/16 pixels though some are 32/32, since some Gameboy games would join sprites together to make bigger sprites for characters (I'm pretty sure wario did it) I assumed it was within the jam's rules, as long as it kept the retro look, I might be wrong though. Please clarify it to me if I misunderstood. :)
I'm not talking about the sprites. The sprites are probably fine. I find it quite charming when old games just up-res the sprite and make it nice and blocky. That's not the issue.
Here's how the game opens up on my computer:
The image of the client area is 320 x 288. The ape is pixel-perfect — it is not resized at all — so this isn't a 160 x 144 image zoomed in by x2, it's just a 320 x 288 image. I want to clarify that the problem is not the window size, but the resolution that the game is rendering at.
Now, it is entirely possible that my computer is simply rendering the game too large. The fact that the HUD uses pixels almost three times as large suggests that it is simply not zoomed in. I don't know how Unity handles resolutions, so I don't have much insight as to how something like this could happen, but it is a pretty unfortunate bug in a jam where that is one of the only constraints.
unity has a built in component that allows you to lock the resolution at an specific value:
Activating it did make the pixels "distorted" since I hadn't designed the sprites to fit the resolution at first, which led me to believe it was working, now i'm not sure
I knew this would be a masterpiece based on the thumbnail alone.
This game bouta have me acting up
GO BIGMODE