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I have to admit, I laughed out loud at this.  It's rather incomplete, but what little there is is just about perfect.  I love the faces of the enemies when they blow up like balloons, and I love the exuberant confetti that comes out.  And the 8-bit ragtime is the perfect background music for it all.  Timing when the inflation animation ends so you don't get pounced by another enemy is pretty challenging.  And I like the idea of speccing it to an actual console too, though I never owned a master system, so I can't say how authentic it is.

Thank you for your kind words. 💙 I hope to finish this, but in the spirit of the game jam I feel I should wait until judging is done.

Like the NES, the SMS has a maximum of eight 8x8 sprites per horizontal line. The current implementation wouldn’t work on genuine hardware. The workaround is that SMS video memory is directly accessible, so it would be possible to use tile memory to simulate the inflations. I have a theory on how to implement that, but in the interest of getting the basic game to work before deadline, I simply used sprites. 😅

Oh that makes sense.  You'd have to snap the inflation animation to whatever size the tiles are, but I could see it working.  I guess if you're clever you could try using tiles for the solid red parts to save sprites, and use sprites for the edges to get more resolution.