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marclurr

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A member registered Nov 17, 2019 · View creator page →

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Thanks for the kind words. As usual I left designing levels to the eleventh hour and was really struggling to come up with good ideas in the later stages. 

I do like the idea of revisiting this though, but taking more time to tune the mechanics/level design and potentially targetting the real hardware, possibly in a "DX" form. I'll have to see if I can get something working well and take it from there :)

I'll be there :p

Interesting idea. I couldn't consistently get broken walls to blow up though so I had to cut my go short.

Really great little metroidvania. Took me a few goes to clock how to defeat the boss and I nearly stopped playing when I first saw the height of the jump but I'm glad I stuck around.

5s across the board here. I did run into a bug where sometimes a battle would start but no enemy appeared and I could keep walking but it didn't detract from what a highly addictive game. You have the makings of something properly good here.

Thanks for the kind words. It's a very short loop that took an inordinate amount of time for me to create. I used the music tracker that's built into Pico-8 and just stuck to square and noise waves to keep the Gameboy feel, though anyone who knows what they're hearing will see the difference. The bass drum sound is just a low note in a square wave with a drop effect applied (not that I could tell what that means!) and the hi-hat is noise 4 octaves higher played really short.

I'd definitely watch another one of your streams. I'd be interested to hear your thoughts on the music I composed for my game, as it's something I've never done before. Would definitely appreciate some feedback from an actual musician!

https://marclurr.itch.io/skellys-skirmish

Nice and simple run and gun with a lot of  enemy variety. Frankenstein himself can feel a little bit tanky but no complaints other than that. Art is really nice as well. Good work! :)

Really fun, the ghost twerk animation was funny. Felt a bit disappointed when I'd finished the last level.

I've never manage to successfully damage an enemy,  either I walk right through or take damage myself. It reminds me of a game I had on the Master System called Vanished Omens, even some of the music is similar.

Can't get more authentic than a GB ROM, though this has a very modern feel to the platforming, with a simple but engaging loop. Very nicely done.

I want to give this a fair go before rating but I can't figure out how to attack enemies. I bought a the short sword and small shield from the shops and equipped them (I believe) in the menu but can't seem to deal any damage to the northern skeletons. Perhaps a bit more instruction on the main page would help. Cheers.

Hard to find fault with it really. Music works really well for the theme and chilled pace of the game. 

Brilliant art and audio. That Bach chip tune rendition was awesome. Game was brutally difficult for me, I couldn't get past the second level but the first was already so polished I wasn't expecting there to be any more. Really great work!

Fun little game with nice graphics. I was sort of hoping for a different ending for cleaning up all the dust, that would have been cool. Only thing letting it down was no music (something atmospheric would have gone really well) and I did notice sub-pixel movement but nothing particularly egregious. Well done! :)

Very nice, I like the idea of having to balance repairing the generators with fending off enemies but it felt a bit easy as holding down the mouse emits an endless stream of bullets that annihilate all enemies on screen in an instant and I could repair and exterminate simultaneously. Still it was fun because I never felt like I didn't have something to do. I really enjoyed the music too, it reminded me of the original Terminator movie. With some balancing this could be excessively fun.

Nothing to complain about here, a simple but insanely challenging game executed perfectly. Graphics are nice, sound effects are satisfying and the music is pleasant.  Well done!

From the rules, I would interpret that as no:

Use the same control limitations as the GameBoy (D-pad, A, B, select, start). These can be mapped any way you like.

I normally include 2 common keybinds + gamepad support:

Arrows + Z + X
WASD + J + K

(The way I implement WASD works fine for non-query keyboards too)

I've seen this one mentioned all over the place on the Love2D forums and have been planning on playing this one for a while and finally got round to it. Glad I did as it's properly excellent. The puzzles are just about right in terms of difficulty and the duration of the game is spot on. Well done!

I only made the changes as I wanted to have a go at the game and it was the only way I could get it to run with the version of LOVE I have installed. I just mentioned it in case that was something you were  thinking about doing yourself so you wouldn't have to duplicate the effort. I was quite impressed that those were the only changes required if I'm honest :)

On the controls, they work fine, just pressing left control when using WASD felt  a little awkward for me. I only had a quick go on my lunch yesterday and didn't manage to finish so am going to have another go today, though what I saw was very nicely made. Well done!

The exe wouldn't run on Windows 10. The error complained that MSVCR120.dll was missing. Not sure where that comes from.

I was able to get it to run on Linux by extracting the exe like a zip file and making a few code changes to make it support Love 11.x. I replaced calls to audio Source:isStopped with isPlaying (and negating the value obviously) and the call to logob.:refresh with logob:replacePixels(logoDataB) in splash.lua. I also found the controls awkward, so I changed jump to "J" and shoot to "K".

I boot this up from time to time for the nostalgia. I started learning how to program using B3D back in ~2003. I doubt I'd be coding as a career if I hadn't came across it. Nice to see it's still knocking about! :)

That's fair. I did go slightly old-school in an attempt to make the game last longer (i.e., make it unfair for the player so they have to try many times :))

Glad you enjoyed it, thanks for playing all the way through :)

Yeah I wanted the player to be initially taken aback by how capable and relentless the red ninja was, so I'm glad it worked! Thanks for playing :)

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Really enjoyed this, wrapped up as a very polished complete package. The music was excellent. Well done.

Very addictive. 

Thanks for the kind words. 

That's a shame, I thought I'd removed that from the web build. I'll add a note to the page not to press it. thanks for mentioning it.

Once I realised the two characters can only move rooms in either left/right or up/down it was really enjoyable, I was disappointed when I solved the last puzzle. I did encounter bug #1 but I seemed to be able to work around it by being quite precise with the telekinesis key.

Nice and juicy, the bloody spatter is particularly satisfying, but after a few waves you can just stand still and fire in a spiral until the end. Nice work though!

Looks absolutely gorgeous. The combat took a few goes for me to get the hang of but once you get the flow it's very satisfying. I do think being able to move to the other side of the enemy would be a simple but big improvement for the combat, my only gripe was constantly rolling to the right. Well done!

Very fun, had a grin on my face the whole time.

The music is excellent. Out of interest where did you find it (or did you compose it yourself)?

This is properly excellent. Like a cross of Abe's Oddysee with the art style of Hyper Light Drifter. It's rare I come across a game on here I'll play a second time but this is in the list. Well done!

Very nice indeed! I'm interested to know how you did the static environments, are they pre-rendered or rendered in a separate pass with some processing to make them look authentic? Either way this really brought me back, would be nice to see you take it further!

Took me a while to get it but this is really enjoyable when you get into the flow. It's brutal, though.

That was hilarious, and not too bad either :)

The music is superb

He has a link to the source code, have a read through and figure out how it works.