Glad you figured it out! A better tutorial would have been great to add, but we unfortunately didn't have the time. Thanks for playing! :D
Gurpluci
Creator of
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Thanks for the feedback! I would've liked to make an actual playable tutorial, but we had to just settle for a wall of text due to time :( There's no exact metric to judge each article by, you just try to figure out if the article would be a good fit based off the text, and try to keep any stat from dropping too far down. It probably doesn't help that I forgot to talk about events in the tutorial as well XD
Nice entry! There's a lot of nice little details in this like the death animation and variable jump height that show that you put effort and thought into it. The movement does feel sluggish though, and walking around feels slippery with how momentum works, but I know that's a lot harder to do in gb studio. There's also a spot where the game lags really hard with the guns, which doesn't slow down how fast the bullets shoot, but it does slow down the player, so I think it's impossible to get past. Good job overall though!
This game has a really nice aesthetic, I love it! The controls really hinder the gameplay though. In the first phase, it's a bit too simple, and the best strategy is to just spin in circles wildly while spamming shoot. The second phase is more engaging, but the controls are far too sensitive and difficult to control to be satisfying. Overall, this is a pretty good entry, especially for a solo dev!
The gameplay gets old pretty quickly. Having 3 different enemy types does help, but the best option is to just run away the whole time and just turn around briefly to shoot. Maybe something like a boost could help? Also, when the player runs out of health they don't die. The movement actually feels really good, just lacks variety. Good job! :)
This is game is really cool! The art is very well done, only problem is it's hard to see since the game is rendered so small. Maybe making it bigger would help? I kept picking up items that I didn't know what they were for, since they were too small to see. It might be a good idea to add outlines or use a separate colour for objects that are interacted with by the player, to help them pop out from the background. The art seemed good, I just wish I could tell what was going on better.
The other main issue with the game was the lack of a tutorial. The controls are displayed on the main menu, which does help, but they're also hard to read because the window is so small. When I pressed K, it caused me to levitate and sometimes clip inside of things? I'm sure this is just a simple bug, but it had a sound effect tied to it so it was hard to tell. Overall, the movement had some strange momentum mechanics in the air, which made me cautious to switch gravity, since it felt hard to control. It also might be more intuitive to switch the function space and W, but that also makes me wonder how it would play on an actual gameboy, with a physical D-Pad.
I know this all sounds really harsh, but I can tell y'all really put a lot of effort in, and I enjoyed it! The aesthetics fit the theme really well, and the idea is great! It would just really benefit from more polish on the movements side, and a little more clarity on the artistic side. Great job! :)
I loved the story, actually made me care about the characters! The die didn't really seem to have a reason that it had to be a die, would like to know why they give lottery winners a die, maybe its symbolic, or maybe it's the die that decided they won the lottery. The art was cute, especially the little goblin. There were quite a few issues and bugs, but I can tell you ran out of time. Would love to see this game get the polish it deserves!
I like the idea! Puzzles were interesting, and custom levels are really impressive for a 48 hour game jam! The moving animation felt a little bit too long, especially since the player has to wait for it to end in order to move again, which gets a little annoying when you also have to wait for 3 ai to move as well. Overall really fun game!
Unfortunately, due to using github for version control, I lost the tutorial. And due to last minute bugs that almost resulted in not submitting at all, I couldn't get the quit to menu button in. The sign does more damage, but the barrel has more knockback btw. Thanks so much for the feedback, it's really helpful! :)