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Hubert G.

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A member registered Jul 17, 2016 · View creator page →

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Very cool cutscenes and graphics! I had issues with the gameplay though: the audio was not synced with the arrows in the first part, making it obviously harder, and those arrows are difficult to read :/

Very cool cutscenes and graphics! I had issues with the gameplay though: the audio was not synced with the arrows in the first part, making it obviously harder, and those arrows are difficult to read :/

Great work, a really clever piece of gameplay for GameBoy!

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It's very difficult to aim right, making the game very hard to play. Maybe player and enemies should move on a grid instead of moving freely. Another solution to try is to make the player move by holding a direction, but just make it aim in a direction without moving if a direction input is pressed and released instantly.

Also, please set a window size of x3 or x4 by default next time!

The concept is interesting. This kind of minimalism of the bus side view reminds me of Capsule from Finji.

There's some bugs that make the game difficult to understand, and some feedbacks are unclear. But after 4-5 plays I figure out what to do and when. I guess that's regular game jam issues :)

Controls are a bit confusing in my opinion: I'd prefer use the arrows to "add angle" instead of pointing in a specific direction (using only left/right then).

The mechanic is simple and efficient, but I expected more variations (like objects to pull at you, bouncing, ...).

It's cool you had time to design 25 levels. The first boss didn't want to receive the raycast though, so I left the game at the >:) level.

Excellent color palette choice! Got 36 candies but didn't find how to cross the road. Anyway, that was very cool!

Great work! I really love the mood with just that noise and rain drops :)

Great work! I really love the mood with just that noise and rain drops :)

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Thanks! And yeah, I agree that the lack of audio is a big issue. We focused on the dialogues and cutscenes instead. Lesson to learn here: don't feel bad to integrate music samples, even if it's temporary, instead of wanting to do it yourself absolutely!

Great work! I really like the mood. The render is great, but a bit too elaborate to feel like a GameBoy game.

That dithering makes me want to play it on Playdate, even if it's obviously not the purpose of the GB Jam :p

A cute and cosy game. I love that idea of running a bar for spirits and demons. I hope that little guy's dad boss didn't scold him :)

Very great job guys! One of my favorite games of the jam! It felt "too detailed" to me to match the GameBoy soul. I was also a bit frustrated to see thin platforms that still have full tile collision. But these are the only reproaches.

I had a bug in world 2-2 where I wasn't able to place tiles (they instantly moved to the one on the right), and even switching modes/moving the player didn't do. But, well, game jams :)

Cool mechanics :)

 Some graphics confused me though, but I really like how the SFX are used to give informations about the environment.