Glad you like it ๐
To my knowledge there were not really any comparable games during the Game Boy's Lifespan. While there were some FPS like Faceball or Ray-Thunder, they were rather trying to emulate PVP experiences and had pretty clunky controls. Also, they did not have any level or upgrade system as far as I know. But they were still very impressive from a technical perspective.
playinstinct
Creator of
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No, I'm currently working on other games. I have since learnt so much more about developing for the Game Boy. I should probably completely redo big chunks of the scripting and I am kind of dreading that ๐
I might revisit Verintia in the future. But I want to finish other games first and then apply what I've learnt to Verintia ๐
Thanks for reporting the bugs. The bug regarding battles not loading correctly is already fixed. You can find an updated ROM linked on the game's page. But obviously I cannot update the web player until the voting is over.
I'm not entirely sure what caused the EXP bug. But I'm going to look into that. Thanks again ๐
Thank you so much ๐
I absolutely agree that the game needs more variety in its music. If I continue to work on this game after the jam, I want to create much more music so that both the walking music and the fighting music change from floor to floor (will probably have to repeat every 5 or at least 10 floors, though).
Thanks a lot! I'm glad you enjoyed your time with the game.
Making the monsters' individual attack patterns easy to understand and learn was a major focus for me when designing the battles. I'm very glad to hear it payed off ๐
I hope to turn this into a full game with much more content, once the voting is over ๐
Thanks a lot! I'm glad you like the game ๐
Also, thank you so much for your feedback.
I know about the attack animation problem with the skeleton. Tried to fix it for about an hour but then gave up due to the approaching deadline. I'm going to try and fix it after the voting has ended, though.
I also agree that the monsters' health should scale more with the floors. I originally had planned that the player gains proficiency with different types of weapons individually. This would probably slow down the scaling of the player's damage output. But I only had time to implement the pistol (and no equipment system at all), though. I think allowing players to proceed faster through the game is fine for the game jam, but I'm definitely going to revisit the balancing after the jam. Also, I want to add many more monsters for more variety and less repetition.
Really creative concept and level design. But without your boss guide I probably could not have figured out how to defeat the eye guy at the tower.
Also, always having to go through all of the boss dialogue again and again after every death became quite frustrating.
But I really love the art style and the flying mechanic ๐คฉ
I finally got to playing your game and my high expectations were not disappointed. Amazing game that does everything right. Feels like a mix of Wario Land and Luigi's Mansion. The artstyle really looks as if it had been released on Game Boy back in the '90s by Nintendo themselves. Very polished, too. I wouldn't be surprised if you won the game jam ๐