Very nice job, have you made the voices for this? That must have been histerical :D I can see this as a nice beat-em up if properly polished: you don't kill enemies, but instead you push them off and stagger them. You charge the boombox meter with hits and combos, and once that is full you activate it and eliminate all the bugs and clear the way, proceeding to the next area! That could be a sweet gameloop I'll say :)
Mercurio
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Thanks a bunch :D the player and enemy sprites are a modified asset from itch credited in the description, while the level tiles were made from scratch by yours truly! Which, thinking now about it, wasn't maybe the best idea, since it become a layers monstruosity on Aseprite for just a single level, and I couldn't bring myself to remake the whole process for the second one D: but glad that you liked it, I love making some fancy arted levels!
Thanks for the feedback, much appreciated! Agree that it needs some more animation flavor, it was a quick rush to deliver the artpass during the last two days unfortunately :P and yeah, I kinda was against an auto weapon as you've said, leaning more on interesting, powerful and versatile weapons with limited resources instead. But as it stands, there definitely at least needs to be more ammo on the level for sure. If we'll update the game some buffs are definitely in order!
Pretty funny! Something Warioware-like is always welcome in my book :) it needs more objects to show but more importantly, more prompts! Can't say for sure right now which ones, but something adjacent to the concept of On/off. You could also try to add a screwball every once in a while and make a double prompt for double the points! It could be a pretty cool mobile game for sure with some work
A good spin on a tower-defense! Gotta say the On/Off mechanic here can be a bit much, there should be some resting time between waves, and the bouncing shield mechanic when the ship is off is too hard to focus on while you're upgrading. Having said that, this has definitely some potential to be expanded upon, I think the general idea is pretty good!
Really impressed with this! Wasn't expecting the 3D twist all of sudden, at it gave the whole game a much more profound dimension I'll say :) Loved also how you nailed both the audio and 4-tones GB Light aesthetic. Game-wise, I'll admit that I never was too fond on Zacthronics-like puzzles, too complicated for my small brain :P but I definitely got myself lost with all these operators and found myself just mashing buttons at one point to progress; do you think that removing some operators would benefit player clarity and not loosing the depth of the puzzles? Again, seriously good work, one of the best in this Jam for sure!
Gotta say, the reboot system page is very well made, but after the first time it needs a quick skip button for sure. Otherwise, great job! I can see it using interesting cheat mechanics other than noclip, like a debug tool to open a devmode and alter the level layout. Were graphics and sounds made by you? Very cool if that's the case :)
One of the best first person experiences that I've tried so far on GDevelop! Is the first person controller made by you? Because I loved the walking wobble implemented there :) gitta say if the goal is to steal ALL the objects is too difficult, maybe a bailout system where you can exit before the timer end would be better? Good job notheless
Respect the fact that it was all made by yourself, graphics and tunes included! Game-wise speaking, shouldn't the ghost appear during night time and not vice-versa? Kinda makes more sense and there could have been a light-themed mechanic where they're scared with light resources, that would have helped with the On-Off theme of the jam. Nice job notheless!