Hi, sorry for the late reply! I don't have anything configured to sell here on itch yet :/
I'll try to get it done and I'll let you know
Glad you liked the sprites!
It's simple at first, but because Granny is slower the timing is can get tricky! With more levels exploring or exaggerating this characteristic (granny gets 4 tiles behind for some reason) and timing the cars accordingly can create a interesting puzzle-action game. Great sense of humor on that Granny! Congrats on finishing in time for the jam!
Thisis one was special! The original Link's Awakening is my favorite game of all time, and you captured the cozy and picturesque atmosphere of Koholint Island! Every character has its own peculiarity, which makes them relatable. Loved the Link's Awakening reference on the pose after getting a bee and the "patch of soft soil" thing just like in Oracle of Ages/Seasons! The art style and music are great and the ending was really touching!
Suchh a cozy experience! For me the highlight was the music! Very calming and fits the atmosphere well! Actually is the kind of music I tried to create for my game at first, but couldn't get it right so I changed to another style. I will be using your game's music as inspiration for future projects 👀. Everything else works well and fits the theme, Pilot is a great boy!
This is something I really wanna see and play in the future as a full game! Incredible graphics! I thought the player may move a little bit too fast, but it might be good for the jam format so people can get further. I won't be able to play through it all during the voting period, but I played enough to leave my thoughts and rating!
This is one of my favorite art styles over the games I've played already. I really like this more modern cartoon style being depicted on the good old game boy with all it's restrictions. All the characters are charming and unique! The end story with Coal really got me... Magali has 2 sister cats, as you can see on my game. Magali and Ravena grew together, Agnes is the youngest and came a bit later
It's not exactly a asset. The life bar is composed by 5 diferent actors placed in front of each other so they look like a single element. I used the "pin to screen" function on each of these actors. I used a variable to represent the life and set it to 5 on init. When hit by a enemy, two custom events are called, one to decrement "life" by 1 and other to hide the first life bar actor if "life = 4", the second if "life = 3" etc