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Alex

108
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A member registered Jun 15, 2021 · View creator page →

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Free i guess. I made it. Do what you want with it as long as you don't sell it as your own. If you intend to use it in a project that you intend to sell, that's fine. No credit required unless you want. If you're referring to the licensing that requires the project to be open source, you're fine, this is not that. 

No unfortunately, have a bit too much on at the moment

Thanks for playing. Earlier builds had multiplied velocity by a straight * -1 which was crazy if you were going fast, which in earlier builds was double, so you could pinball yourself real easy. Kinda fun; boost the enemies to 100x normal and you've got some really hard to control but oddly satisfying pumpkin grinder.

Thank you 😊

Thank you for playing, 

For some reason, the boss battle has a lot of bugs that only appear once packaged. This was my first jam using pygame and pygbag so I'm hoping that next project I can work around whatever causes these to occur.

Didn't have the time to fix this before the deadline but this is the most stable build.

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Thank you for playing. Yeah you beat the game. This particular build was the most stable but the end screen doesn't work. The end screen had time beaten and enemies killed with a little "winner winner pumpkin dinner". For some reason, when compiling there was always something not right. This build has quite a few but nothing game breaking, level graphics missing completely on final level, the bounce on the big pumpkins aren't working as designed, boss collision has a weird offset, audio loop isn't seamless and the win screen isn't working. 

Thank you and yes. It's sprite stacking

Ahhh dang, must have done that by accident

Cool concept, enjoyed the game and feels right at home on the game boy. I didn't have any bgm though and felt the scrolling through the menu to choose directions felt cumbersome at points but that may have been a bug on my end.

Very polished experience, enjoyed the variety in levels and enemies. Decent all round imo

Thanks for playing, I was surprised how cool some of the sound effects came out after crunching down to 2khz. The spanner sfx is a power drill and the fuel pickup sfx is just me going glug glug. If I would do it again, I would work in a team from the get go and focus solely on programming and the "3D" models, maybe the sfx but definitely not the music, level design or art.

I'm not sure that there will be sorry. However, I would like to utilise the core mechanics into another project. But the flim flam story I would drop.

Thanks for playing, I agree on the music, the music in my game is just random keyboard presses and noises crunched down to 2khz in a 7 second loop. Probably something I  will work on for future jams.

Thanks for playing, I think it's slow too don't worry. I did have it up higher in earlier builds, but it didn't feel fair to the pumpkins. This was also my first jam using pygame and compiling to wasm caused a few issues that I didn't have time to address.

I used pygame and compiled to wasm too. I noticed a few issues only pop up after build was created. The bane of not using the norm I guess

Felt really polished and pretty much like a complete experience. If I was playing on a GB it would've felt right at home.

The question of how many colours can we use seems to come up a lot. Is there any correlation to the actual discord haha. Cool simulation, very eye opening to being a moderator.

Simple yet effective, probably spent too much time clicking tbh, enjoyed it though. Nice work

I like that all the characters have their own playstyle and the levels can still be completed with each. I liked the werewolf the best. Solid platformer, enjoyed it a lot.

I like that all the characters have their own playstyle and the levels can still be completed with each. I liked the werewolf the best. Solid platformer, enjoyed it a lot.

Seems to be plaguing it atm, I'm sure it's just an itch.io thing though

128 on the minigame wew. after that, well, things escalated quickly. Really enjoyed this one

Cool game, I had the lag issue too unfortunately. Regardless, can see a lot of work went into it and really enjoyed it

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Straight off, great concept. Art is great and an excellent twist on platforming while sticking to the theme. Look forward to further releases

finally, a gameboy app that can be used in real life situations

Was excited to play this from seeing all the progress shots. Was worth the wait. The monsters design is great and the animations slick, only wish that that sleepy ghost would let me out of the locker.

Yeah, what the. Was not expecting that ending. Cool.

Cool concept, I'd like to give it another go when the movement is fixed on the web build :)

Cool concept, I'd like to give it another go when the movement is fixed on the web build :)

Nice little prototype, and that ghost definitely looks like it wants to start something.

Short, but the animations were very nice. Good work :)

Very interesting, evokes the feeling of old school ultima and zork adventures. I had fun playing it although where to click to move around wasn't immediately apparent. The colour swapping to differentiate time of day was effective, and there definitely was a sense of urgency at night.
I will say I preferred when the birds were indifferent. 

Just fixed a vfx issue with the ship not destroying and becoming untextured

None, use and edit to your heart's content. If you want to mention me up to you. Although I'd love to see what you do with them

I did the same

pop! I shot the cylinder and then another one spawned in-between where I could shoot. Some say it's still there till this day 

Realistic, owned a arcade mall strip and only earnt $100

Got to the first door and was like, YESS! nope! It's hard but good

huh pnaaah!

I love how to cockpit of the ship is every 90s kid PC setup