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Bownly

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A member registered Jun 30, 2020 · View creator page →

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Thanks for the kind words. The reason that the visuals and music feel authentically Gameboy is because it actually is a Gameboy game lol. I never bothered testing it, but it should work 100% on real hardware.

Cute game with a solid gameplay concept and good graphics. Those potions sprites in particular are next level.

Yeah, I think we're dying breed lol. GBDK devs, that is. I'm tempted to adapt this game into a mini-game and include it in my current larger project that I'm working on. And to add to that, I'd want to try coding in multiplayer for it. But that's all hypothetical and off the record. I don't want to over promise and under deliver.

Thanks for the tip. I kept dying on the last phase of 1-8, and I had to use that cheat to finish the game lol. I like it when game jam games have built-in cheats like that. Intentional, or otherwise.

The game is pretty cute and charming overall, and the last level (including the accompanying music) was a real treat. On the downside, I found the movement speed to be painfully slow.

Sure thing: https://bownly.itch.io/temp-double-dyad-pocket If you end up trying it, let me know if it works or not.

I'm not sure that I could explain it better than the "how to play" pdf does. Is there a specific part that's confusing?

I'm not saying that I'm guaranteed to win or anything, just that I want to be overly ambitious and enter with the intent to win. But the competition will be fierce. In order for me to stand any chance, I'll need to partner up with one or two other people. I can bring some decent enough coding and game design skills to the table, and ideally you can bring some audio and/or graphics skills. Although, I'm open to hearing out anyone who's interested in working together and has skills in any relevant field. Like, maybe you're really good at designing puzzles or level layouts or something. I dunno. You tell me. 

You can check out my itch page (bownly.itch.io) for examples of some of my previous GB projects to get a feel for where I'm at in terms of dev skills. If you're interested, please shoot me a link to some of your past GB dev-related work. You can reach me here in this thread, on Twitter @Bownly, or on Discord @bownly.

This might be what you're looking for: https://twitter.com/ELVIEStm/status/1663894156333420544

Hey, thanks! I really appreciate that.

We're in here: https://www.twitch.tv/tronimalgb

Thanks for the feedback. Do you have any suggestions for improving the level design?

The progression system was really enjoyable... after the first few levels. The start of the game was kinda brutal if I'm being honest. But overall, the game was great. Beautiful color palette, nice art, lots of charm, catchy song.

I thought it was cool how there were two separate planes. Not sure if that was tough to pull off from a technical perspective, but it was impressive nonetheless.

Fun and charming game. I just wish it were longer. Do you have any plans to continue development post-jam?

Neat idea for a puzzle game, but it seems like some levels become unbeatable if you put the first student into the wrong seat. I think it might be better if every student had an unchanging list of friends, and if there were a "next student(s)" queue. That might make the game feel more strategic, and less trial and error-y. Still pretty fun by game jam standards though.

Big props for using ASM. It's a shame that you weren't able to finish in time though. Seems like it'll be a fun game once it's done.

Definitely a contender for best looking game. Not just in terms of graphics, but in terms of presentation too. The credits stage in particular was really well done. And the gameplay itself was cool and unique.

Thanks for the kind words! Btw, that no enemies glitch is actually because I uploaded an older build that predates the addition of the world 3 enemies. As it turns out, I accidentally only uploaded the final build in web embedded format. Once the voting period ends, I plan to replace the downloadable .gb file with the final build.

Lots of impressive visual polish for a game jam game. The transition between rooms, the bunny riding the SōdoDev logo, the mini GameBoy Showdown logo in the beginning, and the overall presentation of the discussion section. Good stuff.

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All of the other comments already expressed everything great that I'd have to say about the game, so that frees me up to get a little nitpicky lol. I wish that there had been a way to swap the directions for the isometric movement. In most isometric games, pressing up will move the character to the top right. Playing this game felt the same as playing an FPS game with a non-inverted Y axis when you're used to inverted controls. But overall, the game was awesome.

Very unique setting/aesthetics. I've always found it weird that there aren't more games that take place in old America.

Fun mechanic, but the ant-switching controls felt awkward and laggy. Switching from the 1st ant with B and from the 2nd ant with Select constantly tripped me up.

Surrealist with some kind of commentary on the modern condition. Felt a little bit like Off in terms of vibes. I had the game lock up on me when the manager revealed the plot twist, so my playthrough was cut short.

Reminds me of Die and Retry, bit with more visual flair and polish.

Thanks! I actually think the walk speed might be a bit too fast, but I'd much rather err on the side of being too fast than too slow.

Yep, some enemies have weaknesses, but I didn't get around to coding in strengths/resistances. That'll have to wait for a future build if I ever end up developing the game further. Thanks for playing and reviewing.

Thanks!

Thanks! I was hoping that there would be at least one other person with the right combination of interests to enjoy the game lol. Btw, that out of bounds problem is a known glitch that I didn't have time to fix. If you immediately walk backwards after entering a room, you can get stuck out of bounds. But thanks for reporting it anyway. It's always nice to be made aware of things that need improving. And thanks again for playing and liking the game.

Thanks. I'll credit LuckyCassette as being a large contributor to that FFL feeling. Those enemy sprites really give off the FFL vibe. That's partly why I chose to use them.

In that case, you might be interested in this small bit of shameless self-promotion. Last year, I ran a game jam where we all made WarioWare-style microgames in GBDK to be compiled into a singular ROM. (Here's the result: https://bownly.itch.io/microgames-jam-pak) I haven't figured out when, but I'd like to do another one sometime later this year. Sounds like it might be right up your alley.

I loved Love You To Death to death. The song was catchy and well-synced to the gameplay, and the gameplay itself was just pure fun. Also, the evolution on the main mechanic half way through really caught me off guard (in a good way!). My biggest complaint is that I wish the game were longer.

I put in an unhealthy amount of time into my entry, but I'm glad that I did in retrospect. I ended up really falling in love with my game's concept. I think it's basically my dream game. Or at least, it would be if I fleshed it out into a full-fledged game. Also, it's pretty humbling to see what all everyone else ended up submitting. There's too much talent in the GB homebrew community. Makes it hard to compete lol.

Loved the music, and the graphics/palettes were very charming.

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Thanks man. Likewise for your next game.

I got ending B. I think the moral of the story here is to not use social media.

Very unique game. I struggled with the controls for longer than I'd like to admit, but the weren't so confusing by the end. I think my experience would be a lot smoother on a second playthrough.

Fun game, and not too hard at all. Granted, I only played the endless mode personally. But I watched the story mode on stream, so that kinda counts for something, right? And as an unsolicited shameless plug, I think this game would be great fit for the next WarioWare style game jam if/when I host it. :^)

Excellent interpretation of the theme. I never fully wrapped my head around how to properly control the too friendly cat's movements though.

Thanks! I figured it would add to the replayability.