I loved it! The art is incredibly well-done, everything looks amazing and blends in so well, but at the same time it never steps outside of Gameboy limitations, so it certainly could be a game made for Gameboy. Even all the menus and hints look amazing. I liked the store management part of it, with all the different characteristics and features of the fluffy ones, although for some reason at first I thought it was going to be more like Atelier but with magical pets, haha.
Like the commenters below I reached a point where none of pets I have could satisfy customers' demands, although I suspect you could present a pet they do not want a few times and make them go away, repeat until a customer with a demand you can satisfy appears. Some minimal SFX could be nice, at least some random Gameboy noise on confirmation or something like that, but a jam is a jam.
I actually liked this game a lot, are you planning to continue developing it? I could see it being a nice & cozy store management sim in the future, possibly for a small portable console like Miyoo or Playdate :)
amasuri
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Wow, I loved this! Incredibly polished puzzle game, especially for a jam. The vibe is amazing. I love how you can burn half of the objects and watch unique animations, the interactivity! The core idea is so cool, too. Wandering around in the darkness and using your abilities to light your way a little bit.
Have you considered making a walkthrough? 👉👈 I figured I have only 2 flames, so I placed one of them in between of each pair of the columns, and I got four points. How can I get the fifth? I wanna see what's next!
Oh hey and I collected all of the skulls! 😎
Thanks! Yeah, we were aiming for "GBA 3d games" vibe, although that went a bit out of control too, and this is the original GameBoy, haha.
Just checked, the project is Godot 4.3. I don't remember the export settings clearly, but I think single-threaded was buggy for some reason, so I had to tinker. The bug was with the viewport, for some reason it was all in GameBoy dark color, and only the opened inventory could be viewed normally atop of it. Well, I wrote two shaders for this jam: one is "palette gameboy-nizer" as a safety measure (the artist made all assets in correct palette, but just in case 3d effects would distort the colors, it'd be converted back), and the second one is transition effect which takes the backbuffer and holds it, so we can have a nice fade-out.
So if I had to guess, one of these two got broken after the initial exports :) The current settings seem to work fine though, at least on the team's machines.
Not making this one, just a random dev passing by. Play Store is notoriously horrible to deal with these days, from developer standpoint. I have a game and you can just leave it be on itch. Google though keeps hammering me "pls update!! your api from last month is deprecated!" "pls update!! we updated privacy policy, you need to keep up"
As others have said, it's impressive especially for a jam (voices, art, immersiveness) but it's kinda easy to get lost: I talked to sheriff, then citizen 1, citizen 2 and I spent around 10 minutes before finding citizen 3 (the one that leads you to a tomb in the woods). Maybe some kinda minimap with villager dots could be nice? (but I can imagine I'd detract from the immersiveness somewhat).
Citizen 3 led me to the tomb, then he kept walking in one spot somewhat away from the scene. I looked in the visor and saw a bunch of people. I thought the game bugged out, so I waited for citizen 3 to finish walking (he was quiet the whole time). Nothing visible happened for around a minute (visor or normal vision) and then I suddenly got game over'd. "Oh, maybe I was supposed to run the moment I saw bunch of dead people in the visor? But they didn't seem to notice or pursue me..."
Anyway it's an amazing project of a big scale especially for a jam (immersive 3D environments, voice over, lots of hand drawn art), and it's super cool that you amazed to pull it off in just three days! Other commenters seem to be more lucky with bugs, so I can imagine the story goes much deeper. One of the top contenders for sure!
Incredible job on so many levels and one of the top contenders for sure! I completed a few levels and it was fun to see biiiiiig loops or "snake-like" motions that resulted in completing the level anyway (Especially on "checkmark" level). I don't even have anything to add. The art, music, sounds, idea, execution are all good, and it's bug-free, too. I'd give the full version a try 100% if you people decide to continue the development (plus I love programming games)
Wow I suck hard on it :D It was kinda fun to analyze where exactly I failed & why and where I need to jump a bit longer or make a slower/faster dash; but yeah, checkpoints would be nice as others have stated. I actually kinda liked the "Ice skate" feeling because it's a slime, so it kinda makes sense (though "Sticky to everything" could make sense as well). Graphics & dialogue are happily reminiscent of the Flash games era, but a couple more sounds here and there or a reeeeally simple music loop would be nice. Overall nice job!
> "And yeah, the caves, I'm just glad someone brought a gun. :) "
Oh yeah, the cave part was awkward ;D You figured it out, the Osenio part was supposed to come somewhat later in the plot, but oh well, doesn't change that much in the end :D Also, lots of notes taken! I'll certainly re-balance the fight, too, among other things! :)
> "Story wise there's a lot to absorb, for me, that helped getting me invested in what's going on."
Oh that's really great to hear! Although looking at the VOD, some dialogues could use a brush up :D But I'm glad that they're interesting :)
> "I wish there was more about the human cities"
Yup, there's A LOT of lore about human cities! :D It gets mentioned here and there in the first game (like, in some books), but the focus of the first game is on Kolldparu and their shenanigans as you can tell :D I'm planning some more bits for the second game though, but can't spoil anything yet ;) (and I need to properly wrap up this one!)
Will you be doing the ending, by the way? Up to the ending everything should work pretty well (unless a second Osenio-like situation somehow happens), but the very-very end lacks a couple of CGs for a stronger punch :)
(Oh btw if you'll be reading books, you can press Q to close them! There's currently a slight bug where it can pause one main plot library dialogue, press Q to fix that :D)
Thank you a lot for the stream! :D
> "Gotta say, I'm very interested in what's beyond the mountains"
Oh hey, I'm really glad that aspect turned out well! I tried my best to set up the intrigue properly, but as the person cursed with knowledge, you never know :)
> "and they need to train in melee fighting, Alto's punch especially is... he needs to train. :) "
Poor magi relied too much on their magic and didn't see the melee coming :D I'll make sure to teach them a few things for the future ;)
I tried some digging on my end, and found out that with current game setup the default used OpenGL version is 4.6 (quick googling tells that Intel HD 3000 didn't support past 3.1 or so). Idk why the high requirement actually, the game doesn't use some fancy shaders as far as I can tell? Actually, this seems to be an issue with XNA/Monogame in general, seems to fit your case: https://github.com/MonoGame/MonoGame/issues/5580
I'll see what I can find about lowering OpenGL requirements (I'll also have to do a lot of testing on various machines). I also tried quick'n'dirty port to DirectX (that seems reasonable because on HD3000 DirectX9-10-11 is supported), but that introduced a lot of audio problems for some reason, looks like Monogame's SharpDX uses different audio engine. Another issue could be RAM allocation at the start, right now it's not as optimized as I want it to be, could be an issue on a 4GB machine.
Anyway, I'll be fixing this in a few days/weeks/months, right now I have a lot of work related stuff unfortunately :/ Mind if I ping you back when I get it done?
Oh, sorry, but it right now not all integrated (intel) GPUs are supported. Thanks for letting me know though! I know the game doesn't look that fancy so it looks like it should support all integrated graphics, but it looks like there's a few api/dll requirements that kinda ruin everything. The game's on OpenGL and Intel HD 3000 doesn't support past OpenGL 3.1 as far as I can tell. I'll try to look up some solutions maybe, I can try lowering the required OpenGL version, but can't promise anything. I'll ping you back if I find a workaround!
Seems like Intel HD 3000 uses system RAM for video memory and not it's own, could you tell me how much RAM do you have on your PC? That'll give me a rough idea for what specs I should optimize the next versions :)
Oh yeah now that I think about it, I remember the issue of the game not launching on some laptops with double video cards, Windows loves to select integrated Intel cards and these don't work with anything
If you have Windows 10 and double videocards, you could try looking up the setting, like Settings->Search "graphics"->Click Graphics Settings, there should be an option to manage which videocards which apps use; add Altale in the app list and make it use the discrete (Nvidia/AMD card)
I'll try to think up of a fix how to make Windows use discrete videocard by default :)
Could you please tell me exactly what you've been doing and your pc specs and your OS? Do you have double videocards (such as on integrated Intel/discrete Nvidia on some laptops) That might become useful when I debug the issue :)
I know I tested on several windows 10 systems, you should extract the archive and launch the .exe. It can take a few or a dozen of seconds to open the window (I hasn't optimized the launch yet), but it should launch still
Hey people! I've decided to release an open beta of a RPG I've been working on last couple of years. It's pretty much completed, but needs polish and some feedback.
What is it about?
Join Alto and Haruna in their first ever serious adventure!
- Explore the depths of Kalmahalla - an ancient temple currently inhibited by some bums (?) and find secrets of the depths that shape your understanding of the world's history!
- Three chapters of story mode based on years of world-building (I might release the docs some day!), with pixel art CGs and a bit of a retro vibe ;)
- Magic system that's based on a continuously flowing mana honey, called substance! Should you deplete enemy of their substance? Your substance will flow there next turn, depleting you both! Should you fight in a place with no substance? Oof, but these monsters' claws are too sharp against your fists!
- Find a bunch of thermoses to make Alto think of new spells! Should you boil your enemies with magic tea, or should you drop some sharp crystals on them?
- Fight secret bosses! Some of them might tell you a story, or reward you with cool gear (more thermoses!) Or a book!
- Talk and watch characters act! All of them were made with great love <3
- But most importantly, just enjoy the game.
Have a trailer :D
⬇️ Play it here ⬇️
Fumo racing 🤣 Cool game :D Tracks are surprisingly very vibey, especially the mountain youkai one, like, you race on it and whoa, the views sure are nice
I also like that there are a lot of fun variations in cars with their own stats! Didn't expect that, but it's cool
Hope to see more tracks in the future! Current three are amazing. Idk, maybe some floating island? I liked the idea of the third track where you can easily fall off (so you have to drive & drift carefully), could be cool to have a couple more tracks like that
Great job 👍
What is this about?
You hear rumors about a muddy castle and its aggressive witch. You go to investigate it.
The witch tries to chase you away by throwing some junk at you.
Then more junk.
Use your rapier to deflect the junk right back into her! ...Hopefully.
The more hits you deflect right back at the witch, the more score you earn. Look out for the time and have fun in this junk deflection game!
Features
- Three levels of increasing difficulty. Study witch's attack patterns to win!
- Physics-based junk deflection fun! Deflect junk into the witch or into the other junk :D
- A short story mode! Get to know the rumored witch. Maybe she isn't as bad as they tell?
- Pixel / retro vibe
- Score at the end, depending on how well you did! Don't be shy to post yours with #NRDscore on social media!
- Short 10 minutes fun! The game's beatable in a few minutes, so it won't take you long :)
Have a short trailer:
Play here in browser or download for Windows (also available on Google Play Store for Android):
Follow me on Twitter and Itch for more gamedev GIFs and more games :D
Thanks for the feedback!
Yeah, the game is tile-based for everything. We tried to limit the player's speed and make it continuous, as in "hold the button and wait until the character crosses a tile", but it felt kind of sluggish. Right know you can press the buttons quickly to move and it felt better at the time, but I do agree something's wrong. I think it's animation timings and offsets.
A great fast-paced game! The visual style feels distinguished, and very good-looking. Though, I found the bombs kind of useless, since I could blow everything up while shooting, and it felt more effective as I could run and shoot. Still, nice job! I think you could make a really fun full-sized game out of this, with different guns, levels and bosses.
I really liked this one! The characters are really nice looking. I dig the animations, there are even some special animations for the boss, which is very cool.
The boss battle was thrilling, as I felt close to dying but managed to make it in one try.
The part when you have to make two very precise jumps felt a bit too hard, because many times the character kept sliding after successful landing and proceeding right into the pit, haha. When I completed that part, I had to balance between the rotating spikes while going up, and the last jump always felt a bit impossible, especially when I had to go through all the narrow columns again. I'd place a save point between those two parts, or maybe there was one, but I missed it?
But honestly, that's the only issue with the game that I have, as I really liked everything else, including the idea, the character design and gameplay. Good job!
Thanks for the feedback! Current controls were supposed to be temporary, but I delayed making them more intuitive and easy for so long, that by the time I started thinking about remaking controls, I had no time to do it. I guess next time I'll have to think about making them intuitive from the start :)