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playinstinct

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A member registered Apr 30, 2023 ยท View creator page โ†’

Creator of

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Thanks so much for all of the praise and the words of encouragement ๐Ÿ™

It's not completely off the table that I might continue working on this one in the future. But it was just way too ambitious for a first project. 

When I return to working on Verintia, I want to make sure I am well-equipped and can build the game into the best version of itself it could possibly become ๐Ÿ™‚

Thank you so much ๐Ÿ™ ๐Ÿ˜Š 

Glad you like it ๐Ÿ˜Š 
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.

Thanks so much ๐Ÿ˜Š

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 ๐Ÿ˜…

I might revisit Verintia in the future. But I want to finish other games first and then apply what I've learnt to Verintia ๐Ÿ™‚

I haven't played Wild Guns yet. But I'm going to look into that. Thanks a lot for the suggestion :)

Thanks a lot for checking out and sharing my game ๐Ÿงก

You played an old version that still contained a couple of bugs. If you ever want to revisit the game, please download the most recent ROM. I'll be releasing more updates in the future, adding much more content.

Thank you ๐Ÿ˜Š

I haven't tried doing this with tile swapping. But my guess would be that it would run significantly slower on DMG since you would need to swap a lot of tiles but you only have to swap one palette. And yes, the setup process would indeed be quite exhausting ๐Ÿ˜…

Thanks for reading ๐Ÿ˜Š

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Thank you so much ๐Ÿ˜Š 

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Glad you enjoyed the game. I'm going to keep working on it ๐Ÿ˜Š

Thanks a lot for your feedback ๐Ÿ™

I found and fixed the "warning bug" around one hour after the submission deadline. But that was obviously too late to upload an updated version ๐Ÿ˜…

Bug number 2 is really strange. I need to look into that. Thanks for reporting ๐Ÿ˜Š

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 ๐Ÿ˜Š

Thanks! ๐Ÿ˜Š
I absolutely agree about shrines being frustrating when you have no skill points. Same applies to wells. This is already on the list of things I want to fix after the voting is over ๐Ÿ™‚

Thanks a lot ๐Ÿ™

I really want to keep working on this game. But first I have some catching-up with real life to do ๐Ÿฅฒ

Thank you ๐Ÿงก

Thank you  so much ๐Ÿ™
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 ๐Ÿ˜Š
I hope to turn this into a full game with much more content, once the voting is over ๐Ÿ™‚

Thank you ๐Ÿ˜Š

I thought about including an optional tutorial, but I did not have any time left to implement it. I'm very glad you found out about dodging before giving up on the game ๐Ÿ˜…

Thanks a lot for sharing with your friends. That's the biggest compliment a game can get ๐Ÿ™

Thank you sooooooooo much ๐Ÿ™๐Ÿ™๐Ÿ™

Thanks so much ๐Ÿ™

Wow, thanks so much for the rating and all of your praise. I'm actually blushing right now ๐Ÿ˜ณ

It gets easier once you learn the enemies' movement and attack patterns. I'm glad to hear you enjoyed your time playing nevertheless ๐Ÿ˜Š 

Oh, I completely misinterpreted that, sorry ๐Ÿ˜…

The game is meant to be difficult. So, don't worry. After death you keep your stats. Each subsequent run becomes easier. While it's absolutely possible to beat the final boss in the first run, death is supposed to be part of the game.

Thanks a lot ๐Ÿ™ Aiming with 4 buttons can be pretty tricky, I agree ๐Ÿ˜…

Thanks ๐Ÿ˜Š

The difficulty is definitely intentional. While it is absolutely possible to beat the final boss in the first run, death is intended to be part of the game, as you grow stronger each run.

Thanks so much! I've always wanted to have a Game Boy game like this. And this game jam was finally a chance for me to create one myself ๐Ÿ˜Š

Thanks, but I don't think you are bad at doing cutscenes. I thought the wind blowing in the hair of the player character in your ending scene was absolutely epic ๐Ÿคฉ

Thanks a lot ๐Ÿ™

I have many more ideas for the game. One of them indeed is an endless mode ๐Ÿ˜Š

But after the 10 days of the game jam I first have to catch up with some real-life stuff ๐Ÿ˜…

Thanks. But I really enjoyed your ending scene. The wind blowing in the hair of the player character was epic!

Holding the jump button makes using the jump pads so much easier ๐Ÿ˜ฎ

Thanks a lot for sharing your knowledge. Very clever game design. I need to try those things myself once I revisit my platformer ๐Ÿ˜Š

Hm... I could not think of any other way to make a movable crosshair on Game Boy. 

Thanks a lot! I'm glad you like the game ๐Ÿ˜Š

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.

One of the few entries that actually had me spooked ๐Ÿ˜ฑ

Wow, the music is absolutely phenomenal! Also the floating mechanics work really well. One of the best entries I have played so far. It really feels like a game from the 90s ๐Ÿ‘

Wow, the music is absolutely phenomenal! Also the floating mechanics work really well. One of the best entries I have played so far. It really feels like a game from the 90s ๐Ÿ‘

Thanks for your feedback. In which way do you think the controls could be better? I want to improve the game after the voting period is over :)

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 ๐Ÿคฉ

Great pixelart, nice animations and the "No" scream was very well compressed ๐Ÿ‘