TY so much
ah just Gameboy things... ;)
(you can only show x amount of sprites and you have 2 layers of backgrounds. 1 is used for textboxes.)
wished my 3 musician friends didn't cancel. i sook at making music and had no time to do it proper. The other jam i parallel entered this one with didn't allow for any external music use.
PSPiso
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Gunning of the dead, very interesting approach. Wee small bug where if you add health you either sometimes can't or it subtracts on of the other points so at some point I got -25. got saved by the point modifier doe.
Just a tip, try to build for WebGL for your next JAM since you build in Unity. It will get more plays, since a lot don't dare to download. Might be a bit shitty with the lack of better visuals. But you could offer both a DL and web play.
Might have also been better with all the issues we had in our current system. 😅 But ye had to cut a bit on complexity with a later start on the 5th night + it's more of a walking sim anyway so went like "oh, what the hey". I do really get what you mean though, our scope used to exist out of 100 power levels instead of just 4.
Wanted to use it more also since it gave a nice nighttime vibe. so was intended to be used with the overworld, but it made the buildings look piss yellow. Only two spots with a dark palette would have been the cave and the doll room where I could have used it. Just went with red in the cave for the classic red/black bat-mobile and the dollhouse could have worked. But wasn't fully confident.
Ye first i wanted to make the real game with the car just slowly breaking down with warning lights. (which are hidden in the sprites but unused) But the 2ndary theme of the Desert Bus Jam called for a coffee implementation. So if you poorly manage your coffee sips, you will crash.
The real game would have been 8 hours, so it breaking down would have been more fitting of the theme I do say.
thanks for letting me know that pc controls for select be missing. was a last day edit, will try and see if i can photoshop something in ... doubt i can because it is on printed media now but eh...
Why the wheels drift at 4 min is probably more because in later stages i have less if statements to run so it will run quicker. each 1-3 if statements can increase the running time by 1 second on the acceleration script. I optimized it as best as I could.
A wee bit glitchy with the resolution jumping all over the place.
I assume because you did a faulty upload you didn't get to set the resolution settings for the windows build. other than that neat game, do wish the outside rooms would match the previous room. Feel if you were to not show these that it would look 10x better imo.
Wouldn't expect to see such an interesting approach to darkness, especially for this jam. Do want to note that when you stay on a dead enemy and it respawns it can glitch out for a bit and there is a small chance you can get flung across the screen into the walls or beyond it.
Luckily since the triggers for it happen when you intersect it is sort of a self patched glitch, but ought you should know.
Ye idk why the bug on the last stage happens. something wrong with clearing storage. This is really noticible on the gameboy too, but not on the gbadvance i tested this on. Because of this weird bug it will probably also skip over the disable actor step so it will show him in the top left corner as its default starting position when no position is set.
Shame i got the sd cartridge for the gb after the jam. else i'd have caught those for sure