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(+1)

We appreciate your feedback. It was indeed a challenge to make it without a game engine with the little time we have during the week. We are aware of the issues you mentioned.

In fact, the combat was supposed to be more complex, but we had to simplify it. We noticed it would require more work as we did the tests, but for the Jam’s time, we decided to leave it for later. In the GDD, we have described a more advanced evolution of combat with new abilities, skills, and actions more or less effective against certain types of ghosts. I hope we can improve this later.

The block problem, believe me, it irritates us too, lol. They were supposed to work like the movable blocks in Link’s Awakening for GB. Basically, some blocks are pushable and others are not (visual difference between the blocks, the ones that look less old are the ones you can push), but there is a lot of inconsistency between the pixels of the colliders. This is one of the reasons why the blocks sometimes get stuck on the way.

About the art, thank you very much for the compliment, I never did so much pixel art in such a short time haha.

(+1)

I'd be really interested to see where you take the game post-jam. Given that it was made without an engine, it's quite the achievement already. You really got a taste of what gamedev was back then, since I don't think there were any commercial engines around GB's time :D

You could go for a more puzzle-y route for combat - to defeat enemies with limited resources by exploiting their weaknesses and such. Something like Desktop Dungeons' puzzle levels if you know that game.

Good luck with your project! <3