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A member registered Apr 08, 2017 · View creator page →

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thanks! i believe the blog series you referenced for Sleep Paradox was also part of the inspiration i used for this :)

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thank you! 

and yeah, so... the vast majority of the level design in this demo may have been done on the last day before submissions, after all the other pieces finally slid into place... 😅 we do hope to make something more substantial out of it!  this was pretty much just a proof-of-concept tech demo i started making at the end of july, which proceeded to get a little out of hand once someone told me that the jam was still going and i decided to try to turn it into something playable.  i've already started helping the codebase recover from its deadline-crunch hangover, after which i've got some technical improvements in mind that should allow us to make much more sophisticated level layouts (if you pause the game, free-rotate a bit, and look at the lower-right, you can see that in scenes with more than a few pieces of geometry, we're already pushing the amount of cpu in a vblank period pretty hard with the current approach - hence the levels being as sparse as they are)

very cute!

i suspect it's an incorrect checksum, which gbafix might be able to resolve. on an everdrive if i set it to skip the bios ("quick boot") it's fine. (ironically enough a lot of other entries need quick boot *off* because the bios does a better job of clearing out memory before starting the rom)

thank you :D glad you had fun with it

yep! just a couple affine scale matrices and a dream :)  thank you very much, glad you enjoyed it!

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thank you!! the free camera in pause mode was there all along, btw, but the end is the only time we ever explicitly mention the start button ;)  (though it *is* definitely a carry over from our dev builds, where we have it not restricted to keep the player's vertical position on-screen, heheh)

thank you very much!

definitely nails the vibe of an early 2000's cell phone style arcade racer! pretty cool :D

i like how ambiently silly this is the whole way through. good stuff!

thank you!

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just finished completing it. it's cool how you've got a bit of that Zelda-2-ish miniaturized overworld going on, and lots of variety in the action environments! and having a modifier key was a great way to deal with the limited face buttons on the GBA without it turning into a Link's-Awakening-style pause-fest, heheh. also, i dunno if it was luck or well tuned intuition, but i immediately guessed the correct place to use the song :) great job!

i hope they're hardboiled!! and i hope you learned a lot from your eggs-periment :)

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so tough! i got as far as level 4. the progressively intensifying music is a really cool feature -- though it does leave me wishing i was good enough to hear the whole thing, heheh. nice work :D

thanks so much! we certainly wanna do some more with the project, yeah. (fun fact, everything after the cave was designed on the saturday evening before the submission deadline... and the tutorial/cave not *that* much sooner 😅 so i think given some more time, we could make a fair bit more out of this)

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thank you very much! was really hoping some folks would be excited like that at the end of the tutorial, i'm glad you enjoyed it so much :D

targeting a bare-metal retro platform as your first swing at game programming in C is a huge challenge to take on! congrats on getting this made, and hope you learned a bunch in the process :D

first i'd heard of this board game, this is a nice and approachable explanation/implementation! though i have yet to figure out how to win at the larva minigame 😅

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L didn't seem to be re-drawing a new hand when i ran out of cards (though it did reset the top center red meter), but it's possible i was doing something wrong or missed something. still managed to get a few levels in with the spear throw as a fallback, though. the battle system itself is cool, and gets pretty hectic when you've got several types of enemy to deal with!

moving around and rolling feels pretty good, and that's some *very* impressive rotational physics sim and 3D sprites you've got going on! very much looking forward to what you make with this.

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very cute and deceptively challenging! eventually got the hang of it enough to get past the first few levels. i appreciate that the movement options are bound to both A/B and up/down, i was definitely going back and forth on which was more comfortable for me to use at any given moment.

also, totally giggled at the re-enactment of this thing in the intro:

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covered the entire river with bridges. surely this will have no impact to the local ecosystem. nice little simulation-game!

yep, snake's as addicting as ever. nice work! hope you learned a lot from building your own abstractions :)

this is such a fun concept, and really well polished too! there's a constant tug-of-war between the part of my brain that looks at it and goes "ooh, 2D platformer!" and the other part of my brain that's aware of the need to think about space differently to have any hope of reaching the end, let alone the chocolates. good stuff

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glad you liked it! don't worry, mashing through it is a totally valid strategy if it works 😅 spin to win~

definitely nailed the bubble bobble vibe! great work, especially for a first GBA project.

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really cool! i got stumped in one of the two-color puzzles and i still need to come back to it, but this is a fun little puzzler, and the little cutscene to establish the setting you're in is a nice touch.

nice puzzle, and nicely presented! though it might be nice in a future version to have the colors correspond to different shapes, would be a nice way to help both people with color vision deficiencies and AGB-001 players with poor lighting conditions, heh. either way, great work & always satisfying to set off a big combo chain of matches in one of these :D

i'm about a month in so far.  i really like the little program-manager interface for the doing-your-job part, and it's cool how you can respond to people's questions to build out what your character is like.  i was also surprised to see the security lead hitting me with some honest-to-goodness real-life tech knowledge checks!

thank you, so glad you enjoyed it!

thanks! funny trick for that using both blend registers simultaneously:

this game taught me that dancing makes my blood more valuable. accordingly, i have boogied 'til i just couldn't boogie no more.

i've played a lot of 2048 ports in my time, and this is far and away one of the most polished i've seen!

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10/10, would projectile-exorcise french paintings again. so uh, someone's gonna come let me out of this GBA soon, right?

the character designs are cute and the soundtrack is a jam \m/  looking forward to see how the upgrade systems you've got here play out in the full game

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impressive stuff you've been doing with this engine! i wish more rail shooters would let me off the rail at the end to go back over all the spots i missed like this one does, ehehe

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i'm sadly insufficiently well coordinated these days to get through the tutorial, but i watched someone else play it, and can i just say *WOW* that final boss sequence! the presentation and aesthetic all throughout is chef's-kiss-perfection. excitedly recommended this to all my friends that are into rhythm games.

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i wish *i* could have a healer behind me whenever i make a borrow-check error and aggro Ferris. cute concept! never was much of an MMO person, but i *was* a medic main in early TF2 days, so i could still relate :) also i'm glad you named one of them Leeroy, lol

i'm just glad i didn't spring for the smell-o-vision mod for my GBA.

this is SO COOL! it's such a blast to see someone make a homebrew Sonic-Battle-style brawler. it took me a bit to get the hang of the combat, but then i managed to start feeling my way around traversing the maps and eventually managed to find and KO the boss with barely any health left myself.  bravo!!