The theming was well done and the controls weren't bad, but the ship's hitbox is too big. It seems to cover the entire sprite, but bullrt hell games typically make the hitbox much smaller so dodging thick bullet patterns is more feasible. As it is, dodging is way too precise. I hope you make more games.
phi1997
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This was fun! I liked the chill atmosphere and found planning out paths to be satisfying.
Once I know what kinds of tiles are in my "deck", I think the discard your hand to get different pieces will fall apart, as you could place pieces preemptively before you get the rest of what you need. At the same time, not knowing what my deck is in at the start made me not sure what to pick what asked to take new tiles, as I didn't know what was safe to discard.
While this may be due to my genre preferences, I think this game would work better as a puzzle game with fixed levels with fixed pieces where you have to maximize your score for a given setup.
Interesting moral quandaries, though it is mostly the trolley problem, as the game notes at the end. For the first question, I wish I had the option to frame someone who I knew was guilty of a different crime, but had no way to accuse them of it.
I wish the game had light mode. Even if it would fit the theme less, white text on black makes me strain my eyes.
This game was really pretty! I wasn't able to get all the words because it didn't feel like I quite had control over the feather, but the game would have gotten boring if I did have full control. I really liked being able to choose the color of the father. While inconsequential, being able to put my mark in that way made me feel more involved
Upon looking into the issue further, it turned out that the problem was with GB Studio and not gbsenpai. I thought actors in platforming areas would be affected by gravity like the player, but that is not the case. The larger screen that putting the game on GBA provided just made the issue more obvious, as enemies would walk on air sooner.