Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Yeah I never quite figured out how to implement air control in a way that didn't completely hinder gameplay, or make it trivial. Issues with GB Studio state system stuff really. I wasn't really able to add much functionality since I had to several times over, re impliment the character art and animations due to errors. If I had hand written the game in asm, it probably would have been better, if I was capable of doing such a thing. The attack also doesn't work because I expressly said because enemies aren't coded to react to it. Thats because I had to hand program every behavior enemies do, for each different kind of attack. And their behaviors on hit, line by line. Time consuming. 

The character appears on your back because, there is no game. I was just trying to show the prototype for the upgraded character. Also it reads right to left because I like manga, and the game is inspired by anime and manga, like Nausicaa and the Valley of the Wind. The freezing is an issue with GB studio. Its not actually frozen, just requires an input, so yeah, not very intuitive. Full frame wasn't possible basically for the timespan of the jam and honestly not worth the effort in general for the engine. 

Also yeah, enemies are just thrown in because I wanted to show that I actually made stuff. Theres a lot of artwork not shown in this version, whole areas, designed levels, etc, like I mentioned in the bio, but unfortunately it was impossible to implement since it took me 3 weeks to get the character working. Just not enough time basically, and too much effort into the no brainer stuff that should have taken me a week to make. 

Thanks for reviewing the game!

(+1)

Ooof, I'm all too familiar with getting bogged down in technical difficulties. Definitely had my fair share of those. Way to stay strong and trek through it to get something released! 💪