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Basil Termini

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A member registered Jun 12, 2016 · View creator page →

Creator of

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Thank you, I’ll do my best to complete it!

Thank you so much, glad to hear it feels authentic!

Thanks, and you’re absolutely correct! I ran out of time for:

  1. The connection mechanic - the line of electricity between orbs was supposed to power switches on the wall. The switches would, in turn, open gates blocking your shots. So shooting the orbs in the correct order would have been part of the challenge in levels.

  2. An ending - The last level (empty room) just repeats forever (with the background getting more and more broken because the texture resolution is non-power-of-2.

Thanks a ton!

The constant switching between evading and pursuing makes for very engaging and tense gameplay! Excellent work!

My best run: 348 gold, 87 kills

Very compelling concept, nice work!

Thank you, that means a lot!

This is super impressive all-around! A particle system, enemy behavior, tilemap collision, a dialogue system, cutscenes, not to mention the polished audio/visuals. And it’s finished! Remarkable work for a ~weeklong jam.

My time: 697s

I am indeed. I just tested it with Chrome and it works fine. My best guess is your html file only supports chromium-based browsers.

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Oh, that’s odd. When I click ‘Run game’ it opens as a popup window instead of in the game page.

Here's how it looks on my end:
And in fullscreen:

Thanks, I appreciate it!

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Nice job! Pleasing choice of colors and fun game loop once you get the hang of it. I must say it took me a few minutes to figure out what to do despite the tutorial though.

That said, designing and then building a game in any timeframe, let alone a week is a commendable achievement and you should be proud! Quite impressive for your first gamejam project!

Quite fun and nicely polished! I like how tense things are at the last level! I also like how if you lose you don't go back to level 1.

Unfortunately I had some issues with the web embed. It seems the game window doesn't rescale until the window is refreshed, and even then it's anchored in the bottom-left corner. This also affects the cursor coordinate when playing the game unfortunately. If I were you I change the embed option to 'Embed in page' instead of 'Click to launch in fullscreen'.

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Excellent work, this a really great wave survival game with a cute/funny theme! Great color palette too!

One little note - I wish I could pick up the crowns when I'm on full health for extra points.

My high score: 1655

Interesting! Great mood and concept, but without some obstacles to overcome about the game is extremely straight forward. 

On a minor note, it seems the collision point for clicking on the nodes is slightly off up and to the left compared to where the sprite is drawn.

Great use of the theme and really well designed puzzles! Some audio would boost the polish for sure, but as it stands it looks really nice aesthetically.

As for input keys, I don't think it would have hurt the gameplay to make them a more standard set that games use (eg. WASD or ZXC or even arrow keys) as chaning what they do each level makes it mind bending enough.

Thank you, I'll try to finish it! Also, I used `reasings.h` for all the bouncy animations like the doors.

Nice work! Apart from the mouse controls this feels authentically Gameboy Color!

I have to say the color mixing mechanic, although cool in theory, is quite difficult to focus on with while fighting for your life!

My high score: 37300

It's coming along! Can't say an exact date yet, but I am working on it.

Something like this?

Oh, thank goodness! I was worried I'd have to debug the data storage code again.

I'll see what I can do. Could you describe the wide screen visualisation in more detail?

Odd. Well, thanks for confirming, I'll let you know if I have any ideas. Also, thanks for the compliment, I appreciate it!

Sorry to hear that. The game should save to FlashROM ($0x0E000000). Could you check if the game data is saved to a file at all (eg. '2048.sav')?

Awesome, thanks for confirming!

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Thank you for asking this. You inspired me to create a Raylib web template that can hopefully help you succeed! I tried to keep things as simple as I could, with `main.c` as the entire source code.

Please check it out, and let me know if you have any questions.

This is awesome to hear, thank you so much for playing.

Awesome to hear! Thanks for playing!

Thank you!


For this year's GBA Jam I ported the puzzle game 2048 by Gabriele Cirulli to GameBoy Advance. It's free to play and runs in the web, so please check it out!

Hi! I think I've fixed the issue preventing the game from launching, but please give it a test when you have time.

Hey, I believe I've fixed the issue with help from lifning, so when you have time please give it a try and let me know if it works.

You're a life-saver, thanks so much lifning! I've updated the ROM header info and hopefully fixed the issues.

No problem, thanks for clarifying. At least it runs on mobile emulators!

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Sorry, nothing comes to mind right now. Even if I had a pocket myself I think this would take a while to figure out, since I'm very new to GBA dev. I will let you know if I have any breakthroughs though.


Does the game just not run at all, or does it crash at a certain point?

Thanks! I did try out some background music, but found the audio crust made it a bit distracting. I also felt it deviated from the simplicity of the original game.

Thanks for checking, and the offer for help, I appreciate it. Unfortunately I don't have any other ideas currently, but I'll let you know if I do.

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Damn, it won't boot? Sorry, I have no idea how to debug that... I've only got an EZFlash to test it on (which works).

I do have one idea: could you check that you have the latest firmware installed on your everdrive mini (I think v1.16)?

This is beautifully polished with an amazing soundtrack, great work! The only thing I would suggest is an interpolation animation so when the player moves, the player sprite smoothly moves between discrete positions.

This is super impressive, amazing work! I particularly appreciate the detail of the character silhouette when you're behind stuff.