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.
Bownly
Creator of
Recent community posts
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.
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 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
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.
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.
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.
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.
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.
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. :^)