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Michirin

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A member registered Aug 02, 2019 · View creator page →

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Glad you liked it! Always love to hear of people playing it on real hardware!

Thanks

It was, sadly a port is unlikely.

Yeah, it could, and I'd love to see it running on it myself, but I don't have what it takes to port it myself.

Thank you very much!

Thank you!

The glitch is fixed in the downloadable ROM, but also, I'm currently working on a colour version, and it has no lag!

Thank you!

Glad you liked it!
Working on a colour version rn, btw, and the lag is gone in that version!

Thank you very much!
But also, I'm pretty sure the problem is the enemies being too close to one-another, it's lagging because the GB has to process more than one of them at once. You see how boss scenes don't really lag as much? It's because the boss is the only enemy on-screen.

Thanks for playing!
Btw, this is a real Game Boy game!

プレイしていただきありがとうございます! ちなみに、これは本物のゲームボーイゲームです!

I must admit, kinda laughing a bit at your guesses as to why it's lagging lol
It lags because it's a real Game Boy game, and GB Studio's platformer engine is a little too much for the good ol' GB CPU to handle...
But the GBC CPU has double the clock speed than the original GB one, and I'm working on a colour version right now and well... Literally just ticking the colour box and doing nothing else has already eliminated the lag!
Frankly, the only reason why I didn't do it to begin with is because this is the GB Jam, not the GBC Jam xD

There's some serious potential here, the controls are quite polished, but gosh it needs invincibility frames, it feels like I get knocked about into other parts that deal damage every time I get hit, and getting hurt during the hurt animation where I can't move, making some parts feel impossible, particularly with that aggressive fireball spawn rate...
Oh and a visible lifebar would be nice too...

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No game engine? Wow... You folks are brave lol
And it's an ambitous project at that!

Just a thing... The text is a bit hard to read... Maybe make a larger font next time

Really polished game! Though I'm used to Up = Jump because I love fighting games, I wouldn't use that on a platformer, instead I'd have put jump on a button, and power into up + attack or something, that'd make it feel better.

Thank you very much!

Thank you very much!

2nd Castlevania clone you played this Jam? There's another one?!?! I should check it out!!
And yeah, I've actually already started working on a colour version of this with some improvements, just activating colour mode alone already eliminated the lag lol (Blessed GBC doubled clock speed)
I'm thinking perhaps a difficulty setting, maybe rework some boss patterns a bit, it's a bit difficult to get melee attacks working on GB Studio cuz projectiles are finicky, and they're the only good way of doing hitboxes of any kind... But I'll see if there's anything I can do to improve that too.
Thank you very much!

Thank you very much!
There's still a whole level and boss after that though ;3

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Did it all by myself! And it kinda broke me because there was hardly a moment in the 10 days of the jam where I wasn't working on it >w>';
Thank you very much!

Thank you very much!

So cute!

The horror works surprisingly well!

I dunno why, but I somehow get more of an 80s micro (C64, Spectrum, MSX) vibe from this one rather than game boy, even though it's literally a GBC game lol
Cute game idea btw!

For a Windows/HTML5 game, I do appreciate how fairly accurate it is to GB specs, albeit with maaaaybe a few too many/too large sprites on-screen at once...
The run & gun action is pretty fun, the graphics are well-done, and the music in particular is Really Good! Great job!

Thank you very much!

I appreciate how you've gone the extra mile to contextualise all the gameplay mechanics!

Ah I see! I didn't realise that, good to know!

Oh sorry, I meant I'm bad at the game xD
I can't go very far >w>';

Really good art and great music! The enemies are maybe a bit too tanky though...
Well done!

I can see you put a lot of effort into the writing!

Surprisingly effective horror!

In the grand scheme of Game Boy games, this one is pretty unique! And the graphics and sound are pretty good to boot! I especially like how the intro cutscene was handled! I'm kinda bad at it though lol
Great job!

Fun game with some ambitious mechanics given the time constraints!

Thank you very much!

Thank you very much!
I'm pretty sure it's not the parallax causing lag, but the enemies being too close together so the DMG has to process two of them at once...
As for the jump pads, just hold the jump button, you're not supposed to time it lol

And yes, the whip is a static invisible projectile, but to make it feel better, the whip hitbox is 4 pixels larger than the actual whip in every direction, and the hitbox only lasts 0.1 second, so it doesn't have enough time to drift too much from the whip while you're mid-jump, oh and, setting the walk and run speeds while on the ground to 0 for the duration of the attack also helps, but don't forget to reset it to the normal movement speed when the attack is done!

And as for the kappas (turtles) jumping out, it's actually pretty simple! I adjust their speed mid-movement to simulate gravity! 8 pixels below the peak I half the movement speed, then I hold them in mid-air for half a second, then move them back down 8 pixels still at halved speed, then I set the speed back to normal and move the rest of the way down! Oh, and the splashes are a static projectile with no collisions!

Thank you very much!

I normally already do the usual Skeletons, Bats, Spiders and Ghosts and so on whenever I do a 'spooky' theme, so I figured I'd try something I haven't really done for a change for this one, glad it's being appreciated!
And yes, I Would quite like to give it some extra dev time, but frankly I need a good break after 10 days of nonstop work >w>';
Thank you very much!

Glad you liked it that much! Thank you!

Thank you very much! And yeah, GB Studio's platformer engine is a bit much for the original GB hardware, hence the lag, and I'll keep those criticisms in mind when desinging future bosses!