Great game, shooting left/right is a nice change from a shmup and upgrading is fun. The music is great too and it's nice to see a game tackle the GBC side of the GBJam well.
fatcatmilo
Creator of
Recent community posts
Really enjoyed this - super simple to play but fun. The inclusion of a "relaxed" mode is inspired and I wish more jam games offered something like this as an alternative to a tutorial.
The use of the limited blue colour palette is a nice alternative to the usual monochrome green in this jam and suits the game.
Question - are the notes played when you move your cursor in the same key as the music?
This is a really neat concept for a game and felt incredibly frantic (in a good way). The main issue I had was that it could be a tad unforgiving - I'd recommend maybe giving the player a health bar and allowing them to take a few hits before dying. It's always a good rule of thumb to be generous in a jam game, especially at the beginning of it.
Hey thanks so much for taking the time and writing so much and such detailed feedback! This is exactly the kind of stuff we do these jams for. I'm the level designer + systems programmer for this.
I have played braid but I didn't get as far in it as the world you referenced - I'm going to have to pick it up again. I'm glad that you spotted our twist of resetting the entire level but staying in the present - it's not something I've seen before and I actually got the idea while watching Christopher Nolan's Tenet (an okay film with an interesting concept). We were very down to the wire here because we all had committments to get to 6 hours before the jam ended so we had to finish up early - I had so many more ideas I wanted to implement, as well as a few additional mechanics. Hopefully will get to an extended edition after the jam!
On the timer - it's a lazy way of ensuring the player doesn't just stand in a corner for ages and then solve puzzles solo, ensuring that the past-self is always a threat. But the more I play it, the more I realise that you can bake this into the designs of the puzzles to ensure this happens anyway. So yeah I think I'm with you on that, it belongs on the cutting room floor.
Thanks again for playing and leaving such great feedback, stay in touch!
Hey thanks for lettin us know. Yeah unfortunately this is a WebGL issue in some browsers. We've put red text in above to warn people about it! Thankfully it doesn't stop you from playing throught the game as intended :)
Post jam we'll definitely look into trying to get WebGL to behave a bit better on this, will probably require some refactoring.
Hey thanks for your reply! The main issue with the sword attack is actually the way the WebGL player calculates time - it's a bit slower than the editor and OS builds. Getting this right in jam time would have meant repeatedly building the WebGL version of the game (which in itself is slow) while tweaking values until it felt "right". Definitely something we'll look into in the final version though once we've got the time to do this. Until then, I'd recommend taking the cartridge out, blowing away any dust and then reinserting it into the gameboy before trying again.
This was fun! Didn't realise how it linked with the theme at first but once I did I thought it was an interesting trade-off between being stronger and having a higher score. I think this trade-off could possible be expanded more to give it more depth.
This is quite polished for a 48h game as well, I didn't encounter any bugs.
This was a great concept. Once I got used to swapping to figure out where the trucks were it was super fun, I love having to memorise where loads of things are on screen at once. The only thing I would say is to remap the key for changing snake further right on the keyboard, then it would be easier to play with two hands (at least for those of us with chunky fingers).