Freut mich, dass dir die Präsentation gefällt. Die Zufallsgenerierung für die Position der Kola und heißen Milch hat ein paar Bugs, die ich aus Zeitgründen während des Game Jams nicht fixen konnte. Vielleicht mache ich noch ein Bugfix Update.
invertedHat
Creator of
Recent community posts
I'm happy you enjoyed playing my game. I'm going to send you a screenshot of the GBStudio platformer settings I used on Twitter. The basic idea is to set the minimum and walk velocity to the same value and a high deceleration. Because I'm generally bad at playing platformers I don't like it when the player builds up speed and thus needs some time to stop after you've released the button. It adds an extra layer of difficulty for me.
The player sprite is 8x8 pixels. I made it so small to have enough space to work with for my single screen levels without scrolling.
You can listen to my original song in the game. Just press Select on the title screen to choose between Tronimal's remix and my original song.
I think you will be fine. Tronimal (the host of the jam) already played your game (and all the other games) on Twitch and seemed to have enjoyed it. So you don't have to be worried about getting removed. I think the NSFW rule was more about naughty stuff and not about exploring darker themes.
You can watch the video here: https://www.twitch.tv/videos/1313160070. Tronimal starts playing your game at around 12:30.
I love the art style. The animations are cute and the color palette feels very retro. The story/setting is very creative and fits the jam's theme well. I also wasn't able to figure out how to beat the boss. I hope you continue to work on this as I would love to see further adventures of the cute little milk carton.
Congratulations on making your first game. This is something you can be proud of. I can clearly see an hear the Pokémon inspiration in your art and music. The dialogs are entertaining. I did a second run just to learn the characters responses to the „wrong“ answers, like not rewinding the VHS and wrong homework advices.
Keep up the good work!
Congrats on developing your first (Game Boy) game. The graphics are really nice. I love the jump animation and your colour palette. Your music really gave me a sense of urgency which fits the speed running theme.
It took me a while to get used to the controls due to the momentum of the player. The portal idea is nice although I didn't understand that I have to press A to enter them immediately. Sadly I wasn't able to finish your game because on leaving one portal in the second level (see screenshot) I always directly get throw into the spikes.
I'm really bad at shmups but always enjoy playing them, which kind of sums up my experience playing your game (my high score is about 350). The circular movement is a quite unique game mechanic, I haven't really seen this before. Great music and fitting sound effects.
Really cool to see an entry made with a dev kit I wasn't aware of.
With wall jumps I feel it's either you love or hate them^^ But there are some really difficult ones in my game. I'm going to do a little update once the voting is finished to improve the balancing on some screens.
My initial idea was to let the player grad onto the wall so he doesn't fall down immediately, but I couldn't figure out how to do this quickly so I did dismiss this idea for the jam. Maybe I will have another look into it now without the pressure of the deadline.
I'm really bad at this (my high score is 1) but it was oddly addictive nevertheless . The short amount of time one try takes and the ability to directly restart the game makes this the perfect "ah damn, I'll give it another go" game. Quite nice adaptation of an endless runner game for the Game Boy.
Did you use GBDK or Assembler to make this?
That was surprisingly dark. I didn't expect that. It is nice to see themes being explored on the Game Boy by homebrew devs which Nintendo would never have allowed back in the day. I really enjoyed your graphics, they are top notch.
This is a really good entry for your first game jam. I hope you continue to make games and maybe even flesh this one out a bit more.
I had a lot of fun playing this. The time travel idea is great. It makes an interesting game mechanic for puzzles and perfectly fits the theme of the jam. There is a lot of potential here. I hope you continue to work on your game. I would love to play more time based puzzles.
Letting the bosses difficulty scale with the usage of the time travel mechanic is a clever idea. I had to do a second run because I just couldn't beat him with one heart. Furthermore I wanted to see what's in the laboratory. I was a little disappointed there wasn't anything to do, like a special item or easter egg. Or did I miss something?
It's impressive that you've managed to make an English and French version in only seven days.
Overall an entertaining entry. Keep up the good work.
I'm a big fan of turn based RPGs, so I enjoyed playing this. Being able to save anytime you want is great when playing on a handheld it gives you the flexibility to just play a few minutes. I liked the shortcuts and teleports into the deeper levels of the dungeon because it saved me from walking trough areas I've already beaten.
I think a great improvement would be to tell the player how many damage his attack has done. I understand that you don't want to tell the player the enemies hit points to keep up the tension during the fight, but maybe you could display something like "Your attack dealt 3 damage". Without knowing how much damage my attacks are doing, I didn't feel any progression through leveling up and finding better equipment.
Wow that's a really impressive time. I haven't been able to get under two minutes so far.
Thanks for the detailed feedback. I'm planning to do a little update after the voting has ended which will address some of the points you mentioned. I want to make a few (wall) jumps a bit easier and being able to restart the game (from the finish screen) is a good idea to keep up the flow.
I don't know whats up with the player character after respawning. The spikes and holes are triggers most of the time. On enterI set the position of the player to the start position. GBStudio seems to keep the momentum of the player anyway. At the moment I have no idea how to fix this. Maybe I will have to modify the engine.
Initially I did not plan to continue to work on this after the jam but designing these small one screen levels was really fun. So maybe I will add an extra level. I still have some ideas for new game mechanics, like moving or disappearing platforms but am not quite sure if I will be able to realise them in GBStudio.
Thank you for feedback. Initially it wasn't my plan to continue to work on this after the jam. But as I had fun designing these one screen levels I will maybe change my mind.
The momentum after death thingy is really annoying. I have died just because auf that quite a few times on my testing sessions. At the moment I don't really have an idea how to fix it.
I'm happy to hear that you enjoyed playing my game.
I've loaded all the entries onto my FlashCard and am planning to play and rate them in the coming days. So I will make sure to drop you a comment on your submission page.
Credits for the music go to Tronimal, who made an awesome remix of my very basic song.
I made a little Twitter thread to record my progression through the jam: https://twitter.com/invertedhat/status/1528619466917044225?s=21&t=5xtyUdLjH-CVD3F9Y893WQ