It is definitely one of the Game Boy games ever made.
DNPidgey
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Graphically speaking and in terms of game feel, everything is very good. But the main thing is missing, which is the game itself. I believe that if there was a little more gameplay, at least for Jam, it would be possible to evaluate more accurately what is to come.
I look forward to seeing the rest because it is really a game I would like to continue playing.
Thank you for playing it. Regarding the combat, we initially had other plans for it, but we made a basic construction to ensure that at least it was in the game.
The idea about the position of the ghosts when revealing them as a strategic part for the effectiveness of the attacks is indeed a good one.
It is a fact that the combat really needs more work, but it was what we managed to do within the time.
The environment is well done, and the music helps in building it. However, I didn’t quite understand how to advance from this initial area. It wasn’t clear, and I managed to bug the game. I got close to the collider that changes the screen, and when the screen changed, the character was positioned inside the wall, making it impossible to move the character.
I got stuck in the second stage when I fell to the lowest part, right at the beginning. The jump simply didn’t reach the platform I fell from, and there was no other path. I tried all the commands available in the game, but nothing worked. So, either the height of that platform was poorly planned, or I didn’t understand what I was supposed to do. If you could clarify this so I can give it another chance, I’d appreciate it.
[UPDATE]
I sent it to a friend to test, and he got past the part where I got stuck. He tested it on Firefox on Linux. I played using MS Edge on Windows. I’m not sure if that has anything to do with it, but…
Definitely, the second theme is really standing out here. Visually, everything is very well animated and everything related to the audio helps to give it a creepypasta vibe.
The music minigame could be better. The notes don’t match the rhythm of the music, which threw me off a bit. I’m not sure if it was supposed to stop there, but when the screen had a TV static effect, imitating noise, I couldn’t do anything else, and the game didn’t progress even after waiting for a while, so I considered it an ending. Because of this screen, a warning for those with photosensitivity would be good, as it involves very rapid flashing images, even if it’s just noise.
Easily understandable due to the simple tutorials. Mechanically, it works. There was a moment when I died on the spikes, and the game froze upon death; no controller buttons worked anymore, and it didn’t reset the game, so I had to refresh the page.
I can’t say exactly how I managed to get this bug, but it happened.
The game feel is on point, it just needs some adjustments to the sounds so they aren’t so shrill. I would have liked to play more of the game, but I understand there wasn’t enough time. Congratulations.
Honestly, if I had to give just one piece of feedback about the game, I would rethink the platform design, as many of them don’t look solid but are, which makes it a bit difficult to interpret what is ground and what isn’t.
Other than that, I could easily see this game on a GB (maybe not with that dash effect, I don’t know if the Game Boy could handle that haha). Congratulations.
The movement is quite stiff, and it took me a while to understand that it works by tile. In my opinion, it’s not a functional mechanic for a platform game.
As soon as I understood that I could transform into what I wanted, I tested what the squirrel does, and I hit the box in the first level to the right, which is the wrong direction, and the box doesn’t reset when changing screens, and you can’t pull the box, only push it, so I got stuck. I thought about killing myself to reset the level and continue, but when I died, the game closed.
Visually, it’s nice, the music could use a bit more work, but it’s okay, as are the sound effects. However, I can’t say the game is good due to the level design flaw at the beginning and the game simply closing when I die. These are aspects that, if improved, would definitely make it much more enjoyable to play.
The game has a very interesting idea, although I felt the puzzles were a bit lacking in challenge. Overall, for me, the weakest point was definitely the boss fights, as they are very easy. I think this is an area that needs reworking. In general, the enemies are also quite easy. I think they need to be better integrated with the puzzle-solving to gradually increase the difficulty for the player.
Visually, the game gives off a somewhat strange sense of monotony, as does the music, which might have been your intention, and if so, you succeeded in setting the mood. However, be careful, as the music can make you a bit sleepy after playing for a couple of levels.
The game’s physics are very enjoyable and satisfying. I think the character concept was the strongest element of your game. Congratulations.
Visually, it’s very good, especially the parallax effect on the character’s shadow. Mechanically, it’s interesting, but I would be careful with the position of the ghosts in areas where the player doesn’t have 100% visibility, like in level 2-2, where I died as soon as I fell from the platform straight onto the ghost’s head.
The camera moving down when crouching is a good addition, but given how the levels are designed, it would make more sense to be able to look up as well. Regarding the cables, I think they could use a bit more highlight, maybe 1px of the lightest color in your game as a rim light, because I felt that the main logic is the construction of the cable paths and not necessarily finding them on the map. Along with this, I believe a more advanced puzzle construction in the connection between the cables would be more interesting, such as being required to pass through fuses or not being able to cross cables to avoid short circuits, all of this combined with what you already did to turn on the lights so the ghosts don’t hurt you.
But for sure, the game is well-rounded and enjoyable to play. I think that by tweaking those little things I mentioned, it would be a game I would definitely play to the end. Congratulations.
Thank you for the feedback. Especially regarding the combat part, we wanted to make something more complex, but we couldn’t manage it with the free time we had during the week. To make things better, since we decided to suffer by making the game without a game engine, it was hard to deal with some inconsistencies within the time frame, hahaha.
It was supposed to be a quick flicker. As for the HUD, it wasn’t intentional for it not to change color. The idea was for everything to be inverted in color.
We intend to keep working on the project later, refactor all the code, fix all the errors, and improve the combat by implementing everything we originally planned.
Thank you for playing it.
We appreciate your feedback. It was indeed a challenge to make it without a game engine with the little time we have during the week. We are aware of the issues you mentioned.
In fact, the combat was supposed to be more complex, but we had to simplify it. We noticed it would require more work as we did the tests, but for the Jam’s time, we decided to leave it for later. In the GDD, we have described a more advanced evolution of combat with new abilities, skills, and actions more or less effective against certain types of ghosts. I hope we can improve this later.
The block problem, believe me, it irritates us too, lol. They were supposed to work like the movable blocks in Link’s Awakening for GB. Basically, some blocks are pushable and others are not (visual difference between the blocks, the ones that look less old are the ones you can push), but there is a lot of inconsistency between the pixels of the colliders. This is one of the reasons why the blocks sometimes get stuck on the way.
About the art, thank you very much for the compliment, I never did so much pixel art in such a short time haha.
Então, boa parte do que você disse, estava no planejamento de primeiro dia kkkkkkkk Mas o tempo passa, a gente percebe que não tinha tanto tempo disponível (basicamente 3h por noite ou nem isso kkkkkkk), ai ficamos com três opções: 1ª - Entregar o jogo não jogável; 2ª - Não entregar; 3ª - Começar a fazer cortes no desenvolvimento pra acelerar tudo o que era parte core do game. Acabou sendo a terceira opção. Mas de fato, no inicio havíamos pensado numa cidade mais viva, coisas que distraíssem o jogador e etc. O lance das pessoas teleportarem, é que na verdade essas animações foram implementadas no domingo, umas horas antes da postagem, então ficou sem a animação de andar pra janela e sair andando kkkkkkkk
A sim, de fato ficaria mais interessante. Mas não teríamos tempo para fazer todo esse sistema,infelizmente. Como todo nós do grupo trabalhamos, só umas 3 horas pra fazer algo de noite e os fins de semana. Mas nos fins de semana, alguns membros do grupo precisam cuidar da família, então é complicado kkkkkkkkkkkkkkkkkkk Sobre a música, também já cogitávamos que ficaria um pouco enjoativa com o tempo, mas de novo, por causa do tempo curto do time, não daria pra fazer muito mais.