Now that's something that I would have played on my good old TI-82! Really nice byte-sized Castlevania, works very well despite the limited palette and screen size!
I am a bit lost though (in that aspect, it is a very CV2 experience), I bought the white crystal, fought my way through a forest and arrived at another town... Is there a guide somewhere on the path to follow? ^^
Linky439
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Really a fun idea that works well in these small puzzles! I played to Stage 6 and died a looooot on my way there ^^
I'd say the hitbox of our character and of the enemies is a bit hard to read sometimes (I lost count of how many times I felt like I could jump above that fire enemy in Stage 2 ^^) but I really dig what's there. I also enjoy the fact that loosing all our lives doesn't send us back to the beginning of the world as it would be quite painful!
I'll be following the development with care, congrats!
(are you on any social networks so that I can follow you there if you happen to post about your games?)
Wow! <3
I expected a "simple" action-platformer by the looks of the area where you wake up... Only to find out there's a whole RPG in this demo!
The pixel art is fantastic, the OST is great and there seem to be so much to discover in this universe.
This is one of these demo where I don't want to play for too long because I want to keep some stuff for the full game down the line (made it to Junktown, talked to some people at the bar and already some side quests are available). This is super impressive as it feels larger than any classic GB game has any right to be, and I will gladly follow the development of it!
Hello, congrats on the demo! I haven't finished it (I played around 15/20 minutes) and I think your demo is quite solid! In particular the environment art is spectacular, I arrived at the jungle area and it looks really nice.
A couple of notes I have in my time with the demo for now:
- If you rebind the controls, pressing RB still highlights the missiles icon and Alt-fire does not. Not a major issue but thought I'd let you know!
- Having an option to set up the deadzone for the sticks would be appreciated :) I think it will make stick users (like me :p) quite happy to have that option ;)
- As someone else pointed out, I found confusing how the map was moving: maybe have it as an option to invert it?
- I had a small issue after dying once: I returned to the title screen and when I selected new game, I had no music until I reached my first save room, where it triggered and exiting it made the main theme of the area play again.
- The high jump feels a little too fast, it's nice to have that range in height but it might be a bit hard to control. I'll check if it bothers me for the rest of the demo!
I'll continue playing in the coming days and let you know my opinion at the end of the demo, but I think this is quite a fun game (if a little too "Metroidy") that is nice to play. Congrats, I'll follow the development!
Yip yip yip!
A fun little game, impressively made in just two weeks! I was stuck at multiple points, mostly because I never think to use the right click on stuff (and especially not on my items) but it was really fun.
Great work on the graphics that look super good. That walking animation is cartoonish in all its glory! Congrats and can't wait to see more of the Yip Quest universe!
Thanks! To be fair, I wouldn't recommend anyone to program this the way I did there, it is incredibly not optimized (basically simulating one raster, aka one horizontal line of the screen, as one object in GM) but I used Lou's Pseudo 3d tutorial as a base for it (tweaking it slightly to achieve the results I wanted in the end) : http://www.extentofthejam.com/pseudo/
I actually changed it a bit for a future project in the works, not a racing game but still using the effects in some places! :)
Finally took the time to play your game! It was a fun classic point and click adventure, with lovely sprites and funny dialogs!
I did get stuck a little until I remembered right-clicking made our characters describe what the cursor is pointing out, which helped me solve some riddles ^^
The ending was good fun as well! The only thing I would add to the game is an official walkthrough to get unstuck should the player need it :)
The audio was really cool as well. Can't wait to see your future projects and would love to see you plan out a larger adventure someday!
Hello, I have encountered a soft-lock glitch in the mansion.
There is a part where you need to start 4 generators to power-up an elevator. In the room of the 4th one, there is a huge block that can push you down a hole that sends you back to the first floor.
I happened to get caught by this enemy after throwing a bomb on screen, bomb that was not taken by the block (it was further to the right, next to those ghost-like enemies). As a result, I fell back to the first floor, but since I had thrown a bomb, I couldn't use the Bomb spell any longer!
I tried quitting the game and relaunching my file, but I still couldn't use the spell. I managed to reset the variable by going into the save files and setting the "bombs_wait" variable back to 0, but I guess the situation could happen if you exit a room while a bomb is still active on screen?
Anyway, I wouldn't recommend saving the "bombs_wait" to the save file as I do not really see any case where it would be helpful to save the fact that the player just threw a bomb :)
There also were a few instances where the spawn location after using a ladder to get to the underground part of the castle weren't the right one: the first time I exited the place I returned to the room with the clock, and at one point using the ladder from the top-floor made me appear at the wrong ladder in the underground. Nothing ground breaking, but just to let you know!
I just wrote a review but wanted to leave a comment as well so that anyone could see it!
Psycutlery is a fantastic game and a must-play for any platformer lover. It is constantly coming up with fresh ideas that are expanded over the courses of multiple stages, and is a joy to play.
I spent more than 12 hours to 100% the game, but it turns out there is then an alternate route to replay all of it! All for the price of... free! Oh, and the music is awesome as well.
One last comment to Luke as an answer to the credits: I think anyone who had played your previous works already knew it, but Psycutlery is the definitive proof you needed to know that yes, indeed, you know how to make a terrific game. Keep up the good work, I loved this one, congrats!
Hello, thanks for your comment! I am really proud of how the pixel art looks even if it is inspired of existing resources (I took a lot of inspiration from F-Zero GP Legend vehicles for their sprites and GX character art for the headshots for instance) as I tried to replicate what would a F-Zero game on the GBC look like if it came out around 99/2000, hence the very F-Zero X inspired HUD.
As for the source code, I was thinking about that topic not too long ago actually ^^ I think I'll come back to it in the "near" future (if possible in a year or so to add some content) and I'll probably release the code then for people to see how poorly optimized this game is :D
Very nice game you made! How long did it take you? The graphics are really nice and I am surprised to see GB Studio pushed outside of its confort zone :)
These highscores are tough to beat thought! :D How do you get up to 666 in the platformer? ^^
My only "complain" would be how the rocks in the space game tend to damage you even when they are far away, so it often get quite messy if you happen to be at the wrong place at the wrong time. Otherwise congrats, cause there are a lot of well-executed ideas and I'd love to see them more polished! :)
Nice project! I tried the web version and unfortunately ran into a couple of glitches (my character flew out of the screen after the briefing of mission 2, and once I got seen by guards there they would stay in alert once restarting the stage)
But the idea is quite nice, and I know jam games are tough to iron out totally. Looks great and have a lot of promises for sure for a GBC game!
Don't worry, I kinda get used to it playing itch.io games ^^ "XCVBN" are the same keys whether you are on a QWERTY or an AZERTY keyboard, I usually try to bind my games to those letters to make sure it is good for everybody. It does seem only French and Belgian people uses AZERTY keyboard, interesting.
Thanks for the tip for the infinite jump!
That is an impressive work! I haven't played the original demo (but I'll download it to give it a shot), but this plays very well and has a nice feeling to it.
I'd say the save rooms are too far away apart xD And I feel the infinite jump is quite hard to pull off.
That being said, I think you have quite a neat game engine there. Congrats!
Salut !
Merci pour ton retour :)
Pour tes bugs, je pense qu'ils ont été corrigé dans la dernière version v1.1.0 que j'ai mise en ligne ce matin. En tout cas la faute d'orthographe oui ^^
Pour la variété des ennemis, c'est surtout que HooperVania a littéralement 3 fois plus de niveaux que le premier CV, mais on retrouve assez régulièrement les mêmes ennemis, c'est vrai. J'ai préféré déjà intégrer ceux-ci et ajouter plus de niveaux et de boss plutôt que d'intégrer d'autres ennemis.
Je ne vois pas de quelle boite tu parles pour le niveau 2 ?
Sinon, les "boules" sont juste du décor :) Pour le niveau 3, il n'y a pas que les ennemis qui font des dégâts. Le code ne sert qu'à débloquer immédiatement l'éditeur si tu recommences une partie.