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ƥRYZ

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A member registered Feb 03, 2020 · View creator page →

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Glad you enjoyed it! I've been working on a few bugfixes and updates in the version at horsepower.deltaryz.com - there were some issues with the submission I didn't have time to fix before the deadline.


2024-04-26

- update to godot 4.2.2 (fixed audio crackling)

- added fast forward

- fixed bug where workers got stuck trying to farm at an unreachable position (you can now wall them off and specialize them)

- fixed bug where workers eating food erroneously held an item on their way to eat

- fixed bug where worker death would not repopulate their current task for other workers to perform

- enabled progressive web app support so android users can run in fullscreen

- workers now pick the closest available task/storage instead of randomly

- target indicators no longer visibly spam random positions when a worker is thinking

- worker health bars now continuously update

- food will spoil if left uneaten


known bugs present in this version:

- overall performance has degraded somewhat - need to ensure unused nodes are properly cleaned up & logic isnt too inefficient

- carrying a corpse to storage seems to bug out and workers get stuck trying to do that sometimes, may appear flickery

Excellent suggestion! I've already implemented that (as well as some bugfixes) in the version running at horsepower.deltaryz.com.

Yeah, currently they pick a lot of things completely at random. They aren't the smartest workers.
Making them pick storage based on distance was on the to-do list, but I wasn't able to get to that before the end of the jam.

Thank you for playing!!!!

(2 edits)

Good idea! I realized after sleeping that I had made the economy rather difficult to maintain, and that was hard to tell after crunching for 8 hours on the final day. In earlier builds the workers would more quickly accumulate resources and multiply, and I think that's what made it so hyponotic to early playtesters - I may have made the economy a little too hostile.

It also doesn't help that the farming logic is bugged and they don't recalculate an unreachable position like they are supposed to. This prevents you from being able to put them in boxes, which was supposed to be possible. Doing that would have made it easier to ensure you're getting a more consistent resource throughput by segregating worker duties, but that isn't very helpful if they get stuck trying to go somewhere they can't.

It might be rather difficult to make a speed adjustment, however I might be able to achieve a similar effect with a difficulty scale that tweaks resource payouts and cooldown timers. That way you aren't required to babysit them as much, and they'll populate faster.


EDIT: You can play an updated version with gamespeed toggle and bugfixes at horsepower.deltaryz.com

Great feedback!

I had some ideas similar to what you are suggesting, but the time constraints of the game jam prevented me from adding too many unique mechanics. GB Studio is a very clunky, clearly work-in-progress piece of software that is honestly a bit of a puzzle to work with, and I was learning how to use it as I worked on this.

My enemy movement code is pretty inefficient, and enabling collision on their pathfinding makes it unplayably laggy (even in GBC mode). Allowing them to walk through walls was a necessary sacrifice because I didn't have time to fix this. With more time I probably could have optimized my enemy scripts and made it work with collision.

The sprite garbling most likely happens because I am close to the sprite limit in the scene. Technically there are 6 enemy actors, and each one redundantly loads a copy of the spritesheet for BOTH enemy types - this is actually gbstudio's fault, I'm not quite sure how to do things dynamically and efficiently within gbstudio's clunk. Might require some mixture of GBVM and ASM.

I'm still debating whether or not I would like to keep working on this and polish it into a complete project, but I had tons of fun working on it & the feedback I have gotten does seem to imply people see potential in it.

Full disclosure, I clicked on this game because there was a cat on it.

Very cute shmup with a really cool gimmick! Very replayable.

Even though it's made in Unity, I could absolutely see a game like this existing on the actual Game Boy.

I would hope so! It is one!

The collision is a little tight with some of the tiles, I didn't have much time to polish the map and movement physics.

Thanks for playing and glad you enjoyed it <3


(1 edit)

Potentially there could be more different enemy types that attack in different directions or distances, requiring the player to perform specific sequences of movements. 

Perhaps you could draw inspiration from chess pieces?

Yeah, my enemy code is pretty inefficient and causes quite a bit of lag - it also runs a lot better in GBC mode.

Unless you mean the thing where the left half of an enemy sprite sometimes gets garbled with a speech bubble or something. I think that happens because I am close to the sprite limit in the scene.

There's a lot of issues with the enemies, that is easily the most complex and also the most buggy part of the game.

Thanks for playing!!

This game is cute! Sometimes it wasn't clear that I was supposed to stand somewhere specific and then press up, and some of the platforming challenges feel a little unnecessarily tight. Your spritework is great, though! Looking forward to Goobymania 2.0 :)

This game is cute! Sometimes it wasn't clear that I was supposed to stand somewhere specific, and some of the platforming challenges feel a little unnecessarily tight. Your spritework is great, though! Looking forward to Goobymania 2.0 :)

Very cool visuals and vibe! I wish the combat had a little more depth, but the gameplay loop is satisfying!

Very cool visuals and vibe! I wish the combat had a little more depth, but the gameplay loop is satisfying!

I got a score of 1208! This is really fun, the music goes hard!!!!!!

I got a score of 1208! This is really fun, the music goes hard!!!!!!

There is nothing I want more than to scritch this cat while it's purring in my lap

There is nothing I want more than to scritch this cat while it's purring in my lap

Super super cute and wholesome and emotional!!!! I love the folklore inspirations!!!!!

To anyone else playing, read the creator's note!!!

This game made me feel things

It really sounds to me like you're struggling with ADHD, I might suggest seeking a psychiatrist or something - Vyvanse is a tremendous help for me in terms of committing to tasks through to completion, and generally having more control over what I'm doing. It's not perfect but it's infinitely preferable over being unmedicated.

Not trying to diagnose you of course, but the way you're describing this really lines up with my personal experiences. It's probably worth looking into.

Regardless... good luck with everything. Don't feel obligated to work yourself to death just to make random people on the internet (or in your head) happy. Take care of yourself <3

It makes me so happy to hear that <3<3

Thank youuuuu <3

Speaking from experience?

Like I said on the itch.io page, even though it isn't much, I do really like what's here. It looks really interesting, and there is a solid base for something good here. The experience matters and it's good you got something out there.