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How does your game meet GBJam's theme?
As the "Doomslinger", the player descends into a spooky dungeon to fight all kind of creepy monsters like zombies, ghosts and demons.
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Comments
This is really fun! The enemy attacks are telegraphed well so that I'm not very frustrated when I die and lose, so I'm happy and ready to start another run. The gameplay is fun and smooth. The graphics are amazing-- every sprite and animation is well done and retro. If this was on the GameBoy when I was a kid, I would have played this so much.
I had a lot of fun. Well done!
the game play loop is pretty good, nice work!
Thank you ๐
It took me a long time to realize I could actually dodge the enemy attacks. I was just dumping ammo and thinking "this would be a lot better if I could move out of the way."
Overall great game and really unique game boy experience. I've been sending it to my whole nerd crew so that they can check it out.
I thought about including an optional tutorial, but I did not have any time left to implement it. I'm very glad you found out about dodging before giving up on the game ๐
Thanks a lot for sharing with your friends. That's the biggest compliment a game can get ๐
I have nothing to say. I gave 5 to all aspects. Congratulations.
Thank you sooooooooo much ๐๐๐
Excellent game overall! Easy to learn, pretty complex and requires skill to master. Lovely authentic presentation too. Awesome game, congrats!
Thanks so much ๐
I gave your game 5 stars all around. I love rogue likes and dungeon crawlers so this is a no brainer hahaha It's def got an addictive quality! I love it, great work! Sounds, music, graphics, everything is on point! Very unique gameplay for the system and very cool that you released it as a rom too!
Wow, thanks so much for the rating and all of your praise. I'm actually blushing right now ๐ณ
Love this game! i'm bad at aiming the monsters but it is fun
It gets easier once you learn the enemies' movement and attack patterns. I'm glad to hear you enjoyed your time playing nevertheless ๐
Everything about this is great! Aiming in first person is a pain in the ass on a gameboy, haha, but the game is great!
Thanks a lot ๐ Aiming with 4 buttons can be pretty tricky, I agree ๐
Really amazing. At first it was a bit tricky to use the same buttons for both aiming and moving, but after getting used to it the game became quite fun (but still pretty difficult).
Thanks ๐
The difficulty is definitely intentional. While it is absolutely possible to beat the final boss in the first run, death is intended to be part of the game, as you grow stronger each run.
This is a very well done game. It's gameplay is rather unique for a GameBoy inspired title but still captures the GameBoy feeling really well. I could absolutely imagine this being released back in the day. The artwork and the music are both great and very authentic as well. Great job!
Thanks so much! I've always wanted to have a Game Boy game like this. And this game jam was finally a chance for me to create one myself ๐
In the grand scheme of Game Boy games, this one is pretty unique! And the graphics and sound are pretty good to boot! I especially like how the intro cutscene was handled! I'm kinda bad at it though lol
Great job!
Thanks, but I don't think you are bad at doing cutscenes. I thought the wind blowing in the hair of the player character in your ending scene was absolutely epic ๐คฉ
Oh sorry, I meant I'm bad at the game xD
I can't go very far >w>';
Oh, I completely misinterpreted that, sorry ๐
The game is meant to be difficult. So, don't worry. After death you keep your stats. Each subsequent run becomes easier. While it's absolutely possible to beat the final boss in the first run, death is supposed to be part of the game.
First I would Like to say that this is a fantastic game, in fact it's the best game I've played out of all of the submissions so far. It has amazing artwork, great gameplay, and really feels like it had a ton of effort, but it's always good to give some constructive criticism on things. The first thing I noticed was that the first two enemies are extremely easy to beat after you learn the one attack they have, and their health doesn't seem to scale much/at all with the different floors. The one other thing I noticed was that the skeleton's hurt animation sometimes overrides the attack animation, so you can't see that the skeleton is attacking. Other than that, amazing game! 5 in everything except for 4 in gameplay for me.
Thanks a lot! I'm glad you like the game ๐
Also, thank you so much for your feedback.
I know about the attack animation problem with the skeleton. Tried to fix it for about an hour but then gave up due to the approaching deadline. I'm going to try and fix it after the voting has ended, though.
I also agree that the monsters' health should scale more with the floors. I originally had planned that the player gains proficiency with different types of weapons individually. This would probably slow down the scaling of the player's damage output. But I only had time to implement the pistol (and no equipment system at all), though. I think allowing players to proceed faster through the game is fine for the game jam, but I'm definitely going to revisit the balancing after the jam. Also, I want to add many more monsters for more variety and less repetition.
Nearly forgot to play the game because I was too busy vibing to the titlescreen music. Excellent implementation of a 3D shooter for the gameboy. I'm for sure coming back to this.
Haha, thanks so much ๐
I'm going to release an updated version with bug fixes after the voting period is over. So if you want to play the game again, it's probably a good idea to check back then ๐
How the heck did you make this on gb studio!? Great game
Thank you :3
I'm going to write a devlog here on itch how the 3D-ish effect works. If there's anything else you would like to know more about, please let me know :)
Yeah I was also wondering about your sprites, I'm always running into issues where they are to complex and glitch out. How did you have bigger sprites that displayed properly?
yesssss well done!
Thanks ๐งก
This was a ton of fun!
Crazy impressive that you managed this all inside GB Studio. Would definitely be interested to read more about how you set up some of these visual effects and systems.
Glad you enjoyed it ๐
I think, I'm going to write a devlog here on itch about how the 3D-ish effect works in the next weeks. Is there anything else you would like to learn more about in particular?
The 3D effect was definitely the main thing that had me oooing and ahhhing, so I'll definitely keep an eye out for any devlogs.
I think overall the fluidity of the monster movement and attacks was impressive as well. Same with the cursor movement and the little slight delay of the hand and gun to follow that gave it a nice weight.
I see. The delay of the handgun came out of necessity as I could not figure out how to move the crosshair and the cursor in tandem ๐
So, as an "on update" script, I was constantly moving the gun to the X position of the crosshair. This unfortunately reduces the performance on the original DMG. I'm probably going to look for another way to do that.
5s across the board here. I did run into a bug where sometimes a battle would start but no enemy appeared and I could keep walking but it didn't detract from what a highly addictive game. You have the makings of something properly good here.
Thank you ๐งก๐งก๐งก
Yeah, I found the bug around an hour after the submission deadline ๐ฅฒ
Got it fixed in under a minute. I'm going to release an updated version right after the end of the voting period.
This rocks! Really clever way to do something like this with the gameboy limitations. Very clever and really fun!
Glad you like it. I'm really looking forward to playing your game. What you shared on Discord looked amazing ๐งก
Wonderful! Really fun to play and has amazing vibes. The artwork is terrific too. I just felt that there was no way to avoid damage whatsoever, so it felt a bit difficult to me. However, it's so funny that this is just an excuse to play it again! Great work!
Thanks so much ๐
All of the monsters have specific attack patterns, telling the player when they will attack. Once you figure them out, the attacks become rather easy to avoid.