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bunbytes

26
Posts
A member registered Sep 06, 2020

Creator of

Recent community posts

I'm having a lot of trouble getting anywhere. I kept finding myself falling short because of how long the tongue takes to reach its full length, or missing jumps entirely because the aiming system is sort of clunky.  I think the control limitations just aren't built for quick aiming as a mechanic - you took the Yoshi's Island route but that's a much slower paced game where you never have to hit anything while moving yourself. The Flash game Give Up Robot is a good example of a similar grappling hook system with only arrows and a button to shoot your line in one direction, if you're interested in seeing other interpretations of the concept.

As much as i like the look of pixel filters I don't really buy it for this. Perhaps you could've made the collectibles, gate, and cat in the ball out of 2D sprites to sell the illusion of it being runnable on Gameboy hardware? Also could do with some more feedback for inputs. Monkey Ball accomplished that by having the controls tilt the world rather than push the ball - a distinction that also subtlely but importantly altered the movement mechanics - but in your case some slight camera tilt or zoom at speed might be helpful.

Bit too difficult but I gotta give you props for the art. Such a great, abstracted, Nicktoon-y style and a really striking palette.

Very cute story from what I've played (leaving the tab open to come back to) and a great look to it all. Seems slimes accidentally became something of a theme - even outside games where you play as them, Mage Boy and Gravity Boy both have them as your primary enemy.

(PS Ignore my last comment I was on the wrong tab)

Very cute! I commented this on Wet Jet Racing but pixel-based fluid sims are so nice looking to me. And I love the scale of the bears, they're just big enough to get all the detail you need.

The varying contrast levels really do help to give the illusion of more colors. The red in the fire feels lighter, both from being next to the yellow and contextually being perceived as fire, than the red on your uniform

The throwing aspect added so much to this and I have to thank Tim for having that thought. It's just such a fun cartoonish action to do and really helps tie the game back to its roots as a Tapper-like.

Thank you! Diner Dash ended up being a bit of an accidental influence, the idea was hatched with Tapper in mind but with the more free movement it ended up feeling like both.

This is kind of a funny concept but honestly the 20 second constraint and floaty hand movement make everything unfairly challenging and certain orders, particularly those involving toasting, downright impossible.

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100% feels like a fun little experimental thing that'd be released with the Gameboy Printer. Not sure if that's what you were going for but it's a really unique interpretation of the Gameboy theme.


I've never been good at Crypt of the Necrodancer and as a result I can barely play this, but the effort put in is clear. Good work!

I've seen some of the concepts here in Flash games - The Company of Myself and Hello Worlds come to mind - but never integrated so smoothly and all at once. I also adore that transition effect. Little bit frustrating not knowing what's in the next world though, and an onscreen reminder of what power each world gives you would be helpful.

I've seen some of the concepts here in Flash games - The Company of Myself and Hello Worlds come to mind - but never integrated so smoothly and all at once. I also adore that transition effect. Little bit frustrating not knowing what's in the next world though, and an onscreen reminder of what power each world gives you would be helpful.

A clever mishmash of Yoshi, Kirby, and Banjo-Kazooie mechanics wrapped up in an Adventure Time art style? Sweet! Excellent work, love all the little animation flourishes that give real weight to the characters.

Pixel-based water simulation, gorgeous palettes, a seemingly surf-rock and power-pop punk inspired soundtrack, this game immediately hits all the right buttons for me. And the slightly choppy framerate, intentional or not, only helped sell the Gameboy feeling. Keep a hold on this concept, there's a lot of potential in it for a full release of some kind.

Is the soundtrack available to listen to on its own anywhere?

Very impressive! You sold the way the Gameboy handled 3D better than any other game I've seen yet. Just a touch too challenging though and needs some more indication of how much longer there is to go.

Really lovely concept! Like a more focused minimalist version of Nicktoons Freeze Frame Frenzy on the GBA. Would love to see this expanded with more locales. My only gripe is not being able to kick while lining up a shot.

Really like how thematically appropriate your main music theme is! Maybe some sepia tones in the palette could've sold that seafaring feel a bit further, like what Return of the Obra Dinn does.

Very simple and intuitive bullet hell! I didn't notice music though so you may want to tweak the audio mixing to bring that up and the sound effects down

Not sure what the goal is but the structure for a great game is definitely there. Keep practicing!

A great game with a couple little quirks that made it a bit more frustrating than I'd have liked. Namely the small jump arc with little control once started. I stopped at level 7 because of this but may come back to it.

Nice art and sound direction. Especially like the palette and its Mario 2-esque use of a dark blue in place of black and shading. I noticed some jumps were a bit more difficult though seemingly because of inconsistent coyote time. Some platforms allowed me a split second of having left the ledge to jump, while others were more strict about only letting me jump from the visible block.

Very cute and nice proof of concept! I couldn't get the rock golem to move though - he said I was free to pass and the sign said he required 0 apples and 0 bananas, but he stayed in place.

Very clever mechanics with lots of applications. Almost feels like a twist on a Sakoban game or something Zachtronics would put out. Also great slime animations seem to be a theme this jam and yours are no exception. Great work!

Opening section seems a bit difficult, namely in the size of the gaps to jump. I also didn't really get a sense of gliding while holding A, I think the effect on your distance may need to be more pronounced. Good gimmick though, and great job staying faithful to the GB in both mechanics and art!

Wasn't sure about this one since platformers and gravity flipping are kind of played out mechanics, but seeing that tied to the enemies was a really interesting twist on that. I also love your music and slime designs, there's so much life in their limited animations.