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PSPiso

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A member registered Oct 09, 2015 · View creator page →

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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.

Neat little story. A true GB isekai.
Do noticed some bugs and I think I actually crashed the game when I was trying to save the cartridge. Unsure if there was a ending to be seen since I couldn't get past that point. :(

Not often that you find a sidescroller like this. Surprised by the look of it. If I had some critique it would be the sensitivity of movement sometimes, but I guess that if you are slowed down it sorta cancels that out.

1 thing doe, is lvl 3 broken? seems that one of the lasers doesn't turn off.

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Technically felt a bit lost cause I don't know if I could fail or not?  Love the art and the music though. Mini games remind a lot of wario ware

Spoopy PT vibes, was fully expecting to be jumpscared from when taking a item. 🖤

Oh maybe they fixed it in a new patch, my BGB still hisses. But I have a flashcard anyway.

ZIPs and ZOOPs abundant, still loads of fun and such polishing I truly envy. Can't wait for the full release.

SCP found for sure, wasn't paying attention too much and gave me a quick little startle even though i saw and knew it. was unsure about the trigger distance.

Love your use of BG palette swap and wav file sound bites. man should play this on actual gameboy to cut out the whine.

Hope you'll continue working on this. interesting to see what you'd have created or added on. btw def look into some shaders for challenges like these. to limit to the resolution as much as possible.

Ye actually this one https://pspiso.itch.io/closet-monsters

I mean my submission is a kids game with maybe some slight "jumpscares". You can alter the lvl of horror to the age you target too.

Hey thanks 🖤

Ye wanted to get some more sfx in there unfortunately no time to do any of that. so text effects it is.

Also, ye sleep be the biggest enemy of all. I know cause I didn't get any and crashed hard after the gamejam.

that's the intention. the fires speed up over time.

lemme update the manual. thanks. ought i added i

Sadly limited in sprites and overlays, but all the controls I tried to cram into a tutorial and videos in the start.

Thanks, the controls for PC were separate in the manual below the game.

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Ah they are at the bottom of the page, bit difficult to find on mobile, but the input is after the introduction video. I also hid some like the SELECT key in the introduction movie.

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This somehow feels so nostalgic, like some FPS style KULA WORLD with vocalized lore.

Nicely dithered piece, work smart not hart on the modeling part for your first game and the execution shows. 

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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.

Careful now you might get nintendo knocking at YOUR door. 

when ya publishing a hotline miami with all this goryfookfest. 😩

https://pspiso.itch.io/closet-monsters

https://pspiso.itch.io/closet-monsters

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.

Well it runs on one too. Haven't had time to record gameplay one on yet.

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. 

I'm no stranger to these realms.

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.

Absolutely, go ahead. 

Ain't gonna lie, this game plays way better on the DMG than on PC. Truly amazed at how you got all the collisions to work this well on moving actors.

looks amazing, really feel the hardware pushing itself on this one. excellent


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.

ah the spining rocks for sure would be looking like that. clever design.

Ah got pestered by the can't land on the sun thing too. think it happened when i went over the suns coordinates when i tried to go through the door on the right. it will lock out controls for firing but not dashing. 

neat zelda-esk rogue and souls like. if i had any qualms it would be the doors.


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there isn't a way in the engine to pin it, i attempted it but this would either slow down the game, glitch, or because of the sprite limit crash the game. Wanted to edit GBStudio for this reason but  unfortunately their source code has out of date packages and is currently not functional.

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.

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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

ye an unfortunate limitation of GBStudio without putting it in a menu somewhere. why i hid it on the bottom left corner of the map permanently. A dirty but functioning solution.