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Akumanor Gaiden's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameboy Soul | #6 | 4.683 | 4.683 |
Soundtrack/SFX | #7 | 4.366 | 4.366 |
Overall | #13 | 4.263 | 4.263 |
Gameplay | #22 | 4.000 | 4.000 |
Graphics | #39 | 4.415 | 4.415 |
Interpretation of the Secondary Theme | #138 | 3.854 | 3.854 |
Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme?
It's a real Game Boy game (made with GB Studio) inspired by Japanese horror.
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Comments
liked: graphics, music, gameplay, simple yet well made
disliked: some severe slowdowns :(, also, it ends! haha
Really impressive that this was made in a week, it feels very complete and smooth to play too. Great work!
Thank you very much!
Congratulations to a very polished game. I reached the skeleton boss, but that was too hard. I liked the graphics and the details. well done.
Thank you very much!
There's still a whole level and boss after that though ;3
Wow, you're certainly pushing the limits of GB Studio, this is really solid. Love the yokai, love the music, gameplay is smooth. Very cool game, congrats!
Thank you very much!
What an amazing game! I love the art style. The parallax effect is very well implemented. However I think that 3 layers of parallax lower the performance a bit too much for my taste.
The jump pads where my worst enemy I struggled a lot to time my jumps right. So, I ended up just spamming the jump button, hoping that one of the pushes would be timed correctly.
Also the final boss was very well designed 👍
If you don't mind me asking, how did you do the whip-enemy contact detection? Did you use a static invisible projectile? I was struggeling to get sword hits right in a similar game.
Also, how did you get the turtles jumping out of the water so smooth? I mean they look like they are properly affected by gravity.
Amazing job with the game. It really feels as if it could have been on the DMG 🧡
Thank you very much!
I'm pretty sure it's not the parallax causing lag, but the enemies being too close together so the DMG has to process two of them at once...
As for the jump pads, just hold the jump button, you're not supposed to time it lol
And yes, the whip is a static invisible projectile, but to make it feel better, the whip hitbox is 4 pixels larger than the actual whip in every direction, and the hitbox only lasts 0.1 second, so it doesn't have enough time to drift too much from the whip while you're mid-jump, oh and, setting the walk and run speeds while on the ground to 0 for the duration of the attack also helps, but don't forget to reset it to the normal movement speed when the attack is done!
And as for the kappas (turtles) jumping out, it's actually pretty simple! I adjust their speed mid-movement to simulate gravity! 8 pixels below the peak I half the movement speed, then I hold them in mid-air for half a second, then move them back down 8 pixels still at halved speed, then I set the speed back to normal and move the rest of the way down! Oh, and the splashes are a static projectile with no collisions!
Holding the jump button makes using the jump pads so much easier 😮
Thanks a lot for sharing your knowledge. Very clever game design. I need to try those things myself once I revisit my platformer 😊
Oh my gosh this is amazing! All of the art of the yokai-- the kappa, the kasa-obake, the yurei, etc.-- are so detailed and beautiful! The soundtrack is so good too! And the gameplay... I myself am not very good at metroidvanias but I powered through this one! It was tough but it was fun!
I really enjoyed this one! Fantastic work!
Thank you very much! Glad you appreciate the youkai art ^^
Just sayin' btw, it's just a regular action platformer, not a metroidvania lol
My bad ^-^" (that's how you know I'm not good at ordinary platformers either hehe)
This game is incredible! The fact that this was made in such a short amount of time is insane. I could see this being an official Castlevania spin-off. Great Work!
Thank you very much! It's actually a sequel/spin-off to my GBJAM 7 submission, which got compared to Castlevania A LOT back then, so I figured, hey! The theme is 'spooky', so why not go all-the-way and just make my own "Castlevania"? lol
This is a very well-made Castlevania-like game. And I was surprised by how long it was, three full levels with a boss included at the end of each one! The aesthetic is superb, and the music sounds lovely. This feels really like a japanese-themed Castlevania-like that could have been released for the Game Boy. I was surprised by the variety of enemies and how you reinvented classic Castlevania enemies as yokai. And I want to highlight the epic feel of the third level. In fact, the level-by-level progression is very cool, starting at the outskirts of the manor, then exploring inside and finally jumping and slashing enemies on the rooftops!
Unfortunatly, I experienced some lag while playing, but it was not a big deterrent to the overall experience. I also thought the platforms in the first boss fight were a little harder to see for me, I initially thought they were part of the background, and the third boss I found it a bit too long and easier than the second. Personally, I am not a big fan of bosses where you have to wait for them to repeat an attack pattern in order to have a window for attacking yourself
But overall I had a blast playing this. Amazing work here!
Thank you very much! And yeah, GB Studio's platformer engine is a bit much for the original GB hardware, hence the lag, and I'll keep those criticisms in mind when desinging future bosses!
Wait, this masterpiece was made by a solo dev in 10 days..! What?
This is incredible! Great music, perfect artwork, excellent gameplay! And all that playing in an original gameboy... I am losing my words...
Top entry for me here!
Glad you liked it that much! Thank you!
I love the Asian mythological creatures as enemies in this game! It adds a layer of interest beyond the generic "spooky" theme. The game is great! I think with extra dev time this could turn out to be a fantastic game.
I normally already do the usual Skeletons, Bats, Spiders and Ghosts and so on whenever I do a 'spooky' theme, so I figured I'd try something I haven't really done for a change for this one, glad it's being appreciated!
And yes, I Would quite like to give it some extra dev time, but frankly I need a good break after 10 days of nonstop work >w>';
Thank you very much!
Understandable! I'm sure after making something this nice by yourself it must have been a lot of work. When you do recover, I'm looking forward to what you make in the future! :3
This is a pro level gameboy game I would have been astounded by in the 90s buying it at KB toys! Every perfectly rendered rooftile and tree and indoor decoration was matched by the epic soundtrack. As a Yo-kai Watch fanatic I loved seeing Kappa and them again!
Thank you very much! And yeah, like, I usually go for the usual skeletons, bats, spiders and stuff, but this time I decided to try something different that I hadn't really done before ^^
this is absolutely mindblowing!!! Its hard to believe this was only made in 10 days, that's really incredible. I love the art, the choice of enemies is awesome, and I really love the bosses, especially the giant skeleton. I did play on the browser version and got some slowdown and also a bug where my hitbox got disabled, but I'm definitely gonna try out the ROM version later
Hopefully the ROM works! I think I know what might be causing the issue, and I'll fix once the Jam period is over...
Thank you very much!
do you have plans to keep developing the game further? I'd love to see more
I want to, but I need a break, this project broke me >w>';
I can imagine, there's a crazy amount of content for only 10 days! I think it would make a really great game with some more time to fully flesh everything out
Just a BANGER !
Thanks!
This soundtrack is a banger!
Thank you!
I am speechless at how they could make a game like this in this short amount of time. The only bad thing is that the frame rate drops when there are two man objects at the same time
Thank you! And yeah, sadly GB Studio's platformer engine can be a bit too much for the original GB CPU to handle...
The game is nice and the music is really cool but I played it in the browser and I think there are some issues: at some point I stopped taking damage from enemies and could only be damaged by falling in the holes on the ground, and there were some very noticeable slow down.
I'm fairly certain I know what's causing that issue, and I'll fix it very soon! As for the slowdown, sadly GB Studio's platformer engine can be a bit too much for the original GB to handle...
Really really good game, what an epic submission! The music is top notch, and the gameplay just hard enough! Almost beat the dragon boss, going to download the ROM to play on my GB. The progression of the levels tells a great travelling story - really enjoyed it!
Thank you very much! Let me know how it goes on real hardware!
Loved this game! Great soundtrack and cool bosses! It was a fun challenge.
Glad you did! Thank you very much!
This game is gorgeous, the music is great, and I love how you used Japanese mythology as the theme. Well Done!
Thank you!
i loved the gameplay, nice game (yeah we're looking to a member of the top 10 surely)
Gosh I hope so! Thank you very much!