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birdup

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A member registered Jun 12, 2020 · View creator page →

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One other note: I tend to associate "x" with negative things UX/UI wise, so when I have a tile matched with it's respective zone color the "x" appearing within the tile to signal the bonus points kind of confused me. I think having an icon of some kind there is definitely helpful, but maybe a checkmark or plus sign instead.

Though come to think of it a "+" might also look like an "x" with the isometric view lol.

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This was a lot of fun! I'd love to see more levels in the future or some sort of infinite mode where the game automatically clears certain combinations to give you more room.

A couple of notes from my side:

  • I think a very brief, skippable tutorial would be helpful to teach players the mechanics for color matching zones, rotating pieces, etc.
  • It took me a while to realize what I though was two tiles in the "Next" queue was actually just one tile. Unless the building design in the top actually matters then I would just show the colored shape outline to limit confusion
    • Additionally isn't it just displaying your current tile and not actually the next one? Even without the text I associate that zone/layout of the screen as Next queue.
  • Not sure when if ever it make sense for me to overwrite previous pieces, I guess if I can put 3+ squares into the "right" color while only overwriting one square I'd be net +5 but still feels very rare.
  • It would be cool if overlapping buildings on the correct color had some sort of upgrade system. Then you can increase target scores for later level.

Awesome, thank you very much. I'll give it a watch.

Hell yeah. Puzzle game here I come.

Most likely yes, the game isn't built for mobile devices/touch screen controls. If you can connect a keyboard it may work.

Howdy, I had sent an email a few weeks back wanted to just check you received it.

All the UI in the game is adorable!

Thanks! I'm not sure I'll revisit this concept exactly, but I have been mulling over ideas for other Pokemon Slice of Life games in a similar vein.

Liked that the book reading section had a little mini-game to make it more interactive. I would agree with some of the other comments that some of the elements (for me namely the higher fidelity music/sfx) sort of undermined making it feel like  GB game.

Banger soundtrack alert.

A really tidy package, and that it actually runs on Gameboy only furthers it's soul.

I just wish the snails gave me a heads up when they were gonna respawn on the Boss stage. I got ambushed by them a few times.

Man.

Always love when Game Jam games take the time to add the tutorial in to smooth out the learning curve. Yeeting your own body parts will never not be fun and I liked how the skull itself sort of acted like the rings death from Sonic the Hedgehog at the same time.

If I was Susan I'd be angry too.

I do wish her hitbox was a wee bit smaller to sneak by one some close calls, the last level was particularly challenging in terms of everything feeling like it had to be close to frame perfect.

The movement controls feel really solid. The moment I saw a ledge grab in a Game Boy game I leaned forward in my chair to lock in. I do agree there's to tidying that can be done to help with iframes and some of the other edgecase mechanics like boxes on springs, but for a game jam this feels pretty polished.

Ditched my brother in behind some gravestones so I could terrorize the local youth safely.

Always love a puzzle game and this one was a banger mechanically.

Super ambitious! Really impressed you could pack so much into a Game Jam solo.

I think a short tutorial for combat mechanics would've gone a long way towards helping me at the beginning, but I eventually figured it out through trial and error (mostly error).

None of my friends told me that the ghost in this house would kick my ass for eternity.

The atmosphere here was great and the mini-game smooth, but I definitely struggled to collect the items once the ghost appeared and chased me relentlessly.

I am bad at platformers but I was bailed out by the checkpoint system, which was a big relief.

I appreciate that you made your main character a little bit freakish, and in my mind the debug states above her head were actually just her talking to herself to stay focused, which added to the freakishness.

Howdy, these sets look great and I definitely plan to use them in my GB Studio projects.

Do you have a place to reach out to discuss potential commissions or collaboration?

There is not. One of the things that ended up being out of scope with the time we had.

I thought this was fun, though I struggled to fully clear Thriller. The chiptune cover sounded spot on and the art was cute even if I could only look at it briefly in short lulls in the music.

As a piece of feedback for if you continued to build this out, I think some way to sort of earn back your health to give a bit more flexibility around mistakes, or having a window in which you have invincibility shortly after making a mistake would be much appreciated. I had a few instances where I seemingly too 2-3 bites from misinputting around a certain note.

The horse is in the trailer park, and once you speak with them I recommend going to explore the woods by your house.

I thought the concept here was really neat and not a mechanic I've really seen before in a game like this. Also a nice variety of enemies for only having a few days to work on it.

I think a piece of feedback I'd give is just adding some acceleration/deceleration to the skull to give it a little extra juice. It always moving at a standard speed felt a little odd. Also a bit of invincibility frames after getting hit would help. I kept getting killed by the gaggle of ghosts all hitting me at once.

Like the visual design of this game a lot! I am in agreement however that it'd help to have some more clear audio/visual indicator of success vs failure when it comes to each face-off.

Ah I started to try and escape, but I think he had already beaten me up too badly at that point to make it all the way.


Either way, I think this is with continuing to flesh out after the jam. It's like a fun mix of old convention and new mechanics.

I have not yet flashed it to one of my cartridges, but we're planning to make a few copies for the team who worked on it, so I'm excited to try it out on my physical GBC as well.

It's likely because we chose a 1-bit-ish art style. A lot of our team had never done a game jam before, and we selected a fairly ambitious number of assets to create to fulfil our concept. This helped us ensure we'd get everything done in time.

I love puzzle games, so this was already going to get high marks from me. But getting to absolutely chunk your guts around to beat up bad guys? Now that I wasn't expecting.

I though the presentation package with the audio and visuals was really polished and cool. Doubly so that you have it working on the original hardware!

However, I did run into some of the same struggles in combat as some of the comments below. My biggest frustration in that regard was the inability to turn around without moving a square and the long delay after an attack in which I could not begin to move again.

Would just recommend that you add the list of controls to the page description, had to spend a bit pressing every button to see what would let me use my flashlight.

I had fun playing this! I though the art was super cute and really felt like something you could accomplish on actual Game Boy hardware.

Sadly I think I reached a state where the customers all wanted something I didn't have. They just kept insulting my poor little mouse, who was very Earth aligned but not quite smart enough.

Thought the body swapping puzzle mechanics were very cool, though the boss kicked my ass and I did not know how to fight back because he took my cool hat.

Really like the use of the folklore/yokai characters as the basis instead of the traditional horror movie monsters. The art is stupendous!

Yeah it was cute, I especially like the ghost getting vacuumed up! Always love a puzzle.

People need to learn to stop going to places where "no one has returned from alive."

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Really enjoyed to tunes and I very much agree that work is very spooky.

Just a heads up that I did end up soft locking myself by accidently placing the sunglasses man over a grate I was unable to access yet.


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I have also been felled by eating too much candy before, so I can relate.

What I'm super curious about personally is if anyone has found the secret BAD ENDING yet...