Thanks! Glad you enjoyed it.
Lance Campbell
Creator of
Recent community posts
Yes, it is most likely that the movement is being locked before you have time to move to a safe direction. That window of safety gets smaller and smaller fairly quickly.
I imagine we probably should have had some sort of visual indicator to show the player when they are beyond the locked off point because it can definitely feel like it is a UI response bug.
You have to be pretty quick to get past the second foe (the first foe, I think, is fairly straightforward) and it gets even tougher beyond that.
It's definitely tough though. Probably the toughest game we have ever made. I wrote the code and I still find it pretty challenging. But, yeah, like Poly said, figure out which is the warning phase and which is the attack phase and use that warning phase to avoid being hit and do it fast.
If you are still having problems, let us know here and I can give you a technique hint I use to make it slightly easier.
Hey there, thanks for playing our game and this great review!
You are correct, there are some flicker problems with the introduction that started appearing after an update to the GB Studio engine, in the middle of our development, well after that code, and those sprites, had been created.
Happens in Potbound as well during the push/pull puzzle, but I didn't have time to address it in a Game Jam game.
I have, since then, figured out a hack around the flicker bug, which I have used successfully in Excelsior, but it requires extra resources. Unfortunately, the Mud Warriors introduction scene is already packed full with resources, up to the maximum limits. It would require a complete overhaul to get it working correctly again. Maybe someday :).
Good eye and, again, thanks for playing.
Not sure if you saw this twitter thread but it looks like the creator of GB Studio is looking into some options for exporting 2.x games to work with the Analogue Pocket:
https://twitter.com/Polyducks/status/1474022851254657029
If this work is successful, we will definitely do an Analogue Pocket export.
I think @Polyducks and I are trying to decide if we should invest the time and effort in moving this game up to 3.0, which is a decent development effort (as he already mentioned), or if we should move to a new GB Studio 3.0 project entirely, or both.
Regardless, we are very excited about the Analogue Pocket, GB Studio version 3.0 and all of the potential and possibilities of game development in 2022! :)
Thanks for your kind words and insight on our game.
There actually is an autosave feature in the game but I haven't been able to get it to work on my iPhone either. It should work in the browser and I *think* I tested the rom on an emulator and it worked there as well.
But, yeah, the phone implementation has been a bit iffy.