This was incredible! I would love to see more! Congrats!
Pax
Creator of
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Thank you, love to hear that you enjoyed it the aiming system. At first I was apprehensive about it, but when I added ghosts chasing you and then you had to watch out for the Floaters and think of the best way to get them, I thought "Yeah. This is hella unique! It's part of the challenge that adds to the fun." I guess in the end it reminds me of a twin-stick shooter without the twin!
Thank you for the feedback! It's really nice to hear that you enjoyed it and appreciated all the little details, it means a lot!
PS: Ahaha, yes! I came back from a trip and threw this together real fast over the weekend. Wonder what apparition aspirations I could have come up with if I had the whole week :P
I'm glad to hear you enjoyed it, and I'm glad to hear your feedback on the aiming! I was trying to go for a niche control scheme that would have made the game standout from others "at the time." (Hopefully there would have been lots of playground chatter about this one!)
To develop this I used GB Studio, a really neat suite that's perfect for beginners, proof of concepts, or those on a time crunch (like game jams)! Definitely recommend it if you're trying to get into Game Boy development!
I like how you took the runner-style games and game it a big middle finger. I loved the vibe of the game, neon and techno strangely fit the themes of Sisyphus. Definitely refreshing from the stone papyrus aesthetic. Little glitchy but I can get over that, but I would have loved to see a dramatic animation of Sisyphus and the boulder rolling back to the beginning!
The sound effects were hilarious and varied enough to not become annoying. Game play was very unique, and I liked it being constrained to the single screen. I liked the added touch of the Doom-style face indicating your health. First time I missed the right-click attack and I love the minute detail of things bouncing off the pillars. Very memorable game!!
Definitely my favorite game I've played so far for this jam! You put in so much effort, polish, and even had enough time to add a second coat of wax. The game looked stunning and the monster sounds are haunting. Good difficulty balance, and I loved how the music kept adding more layers as you delved further.
Presentation is stunning, it really got me excited to play! Movement controls are very unique and I liked how you made players unlearn what they're normally used to in similar games. I loved the subtle touch of falling ever so slightly. Only qualm I had is it seemed a little harsh to restart the level over after getting hit, I would have rather seen your ecstasy bar go down or you fall instead.
Fantastic art, I usually don't say this, but the blood and gore looks really good and part of the characters. The flames in the foreground made me laugh because I at first glace I thought it was a crowd cheering me on haha! I liked the control scheme, it was very unique and wasn't at all uncomfortable. I would like to see you use mouse movement in the future, such as moving the mouse up/down or left/right to change your attack angle.
I fucking love the sound when you get hit in the face with a boulder, I almost purposefully wanted to do that! I like the theme you choice, but I found the game a little monotonous and repetitive. The flashing water pattern strained my eyes, and I would be worried for someone more sensitive to rapid flashing. I think the platforming part of it looks really interesting and I hope you continue with that later!
First off, very clever to use the string as a unique game play mechanic! I grid based puzzlers, especially the ones where you can't return to where you've been before. The puzzles were good (loved the switches), and collecting the children gave you a reason not the beeline to the exit. Unfortunately, only qualm, was it ended up being frustrating that you needed to press the key every time, waiting to fully enter the next square; I also found it to be unresponsive at times.
Very unique idea! I love the presentation and it definitely feels like something grandma would pick up for you. I wish there was a score system, or something to know I was progressing/keeping me engaged. I wasn't sure if the Minotaur was killing me, or if I won and the level was just restarting. It also would have been fun to have more unique layout designs!
Your game looks fantastic and the sounds make me absolutely giddy with joy! Controls were a small learning curve, but I think it helps create that feel of an early ZX Spectrum game. It would have been interesting to have a non-linear path; I got a little fed up going to a side room and having to trek back. Also there's noting to prevent me hanging out in the hallway and blasting the enemies from there. All in all great game, bravo!
Thank you for the wonderful comments! Being my first game jam, I thought I'd try out some new tools to help streamline what I would end up making an assembly nightmare. GB Studio was one of them, and the movement was something I couldn't fine tune as much as I would have liked; the browser emulator (sometimes) runs too fast and real hardware is painfully slow!
P.S. Next time I'll leave some food lying around ;)