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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).

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!