This is a really fun little adventure! Definitely something I'll be coming back to for quick runs. I have it on my HP 100LX palmtop too for pocketability (though it does run rather sluggish on that).
McCheeseBob
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What resolution are you playing it at? It's possible that the game window isn't running in its 1440x1080 set size and that may be causing issues (we had basically no play testing time and this is still very much a work in progress but that build does have ok hit detection in windowed mode). The cursor should change icon to show the clickable object type (ie doors should have a open door icon cursor and people should have a speaking icon). Again - sorry for any difficulties/rather limited scope.
I'm not sure, the plan with this one was to actually put some meat on its bones once the jam was done - we started the repository then got sidetracked. I'd definitely love to return to it but I'm not the coding side of the team for this. It'll be on hiatus for at least a year or two minimum at this rate.
Interesting little game. The general idea is well done but needs some polish. Some of the enemies track too close to the player early on, making it impossible to dodge in some cases. It's also possible to get sandwiched between platforms in some levels. I could definitely see a fun little arcade game being built out of this.
Great looking game little game. I'd say the platforming itself is a little too tedious, lots of the jumps are onto tiny little blocks. I felt the need to crawl slowly through the game, trying not to fall. Not the most fun way to platform. Also having the same noise problem that Daniel had, but on my GBC, so it's not GBA specific. Still a well put together game besides that, would love to see some improvements to it.
Thanks! Happy you enjoyed it. I made a lot of the level design before Lihpten implemented any attacks so it certainly needs some tweaking (you can get to the final boss by just jumping over everything, that's how I tested most of it). I for one definitely think the attack range needs a significant boost. The screen transition problem is something we've known about since early development but never properly fixed since we kept on changing jumping solutions/height. It's something that can easily be fixed in an update. Thanks again for playing it!
This is a very nice looking and playing platformer. Definitely one of the best examples I've seen with GBStudio. Makes great use of the GBC's color as well and would definitely be a welcome addition to a collection had it existed in the early 2000s, the backgrounds are especially nice looking. The seed sequence in level 2 is a particularly fantastic sequence. The overworld is lively and looks great, though lots of the doors lead nowhere (I'm assuming that's just since it's in beta) and some don't work at all (pass right through them into the background). The menus also look very nice and work wonderfully. Since it's on the more polished side I'll give some more nitpicky comments. -The health bar being tied to the eye's appearance is a nice touch but it's not always the most noticeable, I definitely couldn't tell the difference in darker levels such as the cave in l-2, this was especially hard to see playing on my actual GBC. - -Sometimes the +1s and +3s from coin pickups can be seen through the menu when you pull it up - - The level 1 music is rather grating to my ears, its short runtime doesn't help, though that may be down to my musical preference. - - Definitely still has a few bugs but of course it's a beta, issues I've had so far is a soft lock after the first boss (thanks for the stuck menu item) sometimes and the egg getting stuck partly inside the hole in level 3, may be caused in part due to pausing the game. -
Don't take any of that in a bad way, just trying to point out stuff I noticed while playing to hopefully improve the game even further. Overall this is a really fantastic game and is something I would definitely buy if/when it gets completed or a cartridge release.
Yes! Definitely limited in some ways and doesn't support all the machines I want yet but it is rather nice. Level and sprite making is integrated right into the software and there are some pre-generated scripts to get you started really quickly. The scripting language is relatively limited, but pretty easy to get started with. At the very least I prefer it so far to GBStudio for making simple arcade platform games. Metamorphosis and Pipes were both made at least in part by it this jam too (though all for different computer systems).
Yeah, it definitely needs a bucket of polish. It's our first time working with the software and it has plenty of quirks. Doing a game in 2 weeks is pretty challenging and the coding side of things was mostly done in a few days right at the beginning since our programmer was busy for most of the second week. I'll give your game a proper review on its page, I've spent plenty of time with it since it was a very early submission.
Yeah, never got around to swapping the controls around, they're definitely wonky. At the very least you can redefine your own controls. I think the rom version might be slightly more buggy than the disk version for some reason. You should have better luck killing enemies with that release (though most of them have 3-4 hp). Thanks for playing!
Thanks for playing our game! The wrap around is part of MPAGD's engine, it's the default option when there are no connecting screens in the direction you're heading. Certainly can be quelled for the few rooms this is a problem with. Which room had the stair that caused issues, don't recall having problems with stairs in play testing. Definitely something that can be fixed in future releases if you can help point out the room. Thanks again!