For anyone looking at this nowadays, GB Studio is a pretty easy way to make Game Boy stuff :)
Kevin Sugay
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Solid shooter! I like how the realistic boss sprites contrast with the simple background shapes. It gives off an indie internet game vibe that's perfect on itch.
I like the shooting mechanics, but I think the player isn't given enough room to dodge bullets. As someone else noted, it's basically impossible to complete the game without getting shot. I think if the bullet patterns had more space between bullets for the player to weave around them, it would feel more fair.
I'm not a fan of the moving colors on the terrain. I actually feel motion sick while moving through the level - probably because the colors move up and down.
Overall, solid entry!
I haven't played other 2600 games before, so I'm not sure what its capabilities are (I've only seen footage of Halo 2600 on YouTube before). But this game looks great! The graphics are simple - but I love how chunky and abstract they are! That title screen is quite ominous and sets the mood perfectly.
That being said, there were a couple issues I ran into. The biggest issue was it isn't clear from the start where to go. For example, I didn't know I could enter the house until I walked into the 3 block gap above it. And I didn't know that I had to attack some enemies (like the stationary guy in the Torii gate room).
But once I got past that, the game felt really good, like a Zelda-like as another commenter said. It was really interesting to see level design on such limited hardware. The event where the knight saved me was really cool.
There were, however, some bugs. Sometimes mobs would push me through walls, and I'd have to restart the game. And sometimes I would get stuck on trees. But these latter bugs are minor for a jam entry.
Overall, great job! Excited to see what else you do with this!
I haven't played other 2600 games before, so I'm not sure what its capabilities are (I've only seen footage of Halo 2600 on YouTube before). But this game looks great! The graphics are simple - but I love how chunky and abstract they are! That title screen is quite ominous and sets the mood perfectly.
That being said, there were a couple issues I ran into. The biggest issue was it isn't clear from the start where to go. For example, I didn't know I could enter the house until I walked into the 3 block gap above it. And I didn't know that I had to attack some enemies (like the stationary guy in the Torii gate room).
But once I got past that, the game felt really good, like a Zelda-like as another commenter said. It was really interesting to see level design on such limited hardware. The event where the knight saved me was really cool.
There were, however, some bugs. Sometimes mobs would push me through walls, and I'd have to restart the game. And sometimes I would get stuck on trees. But these latter bugs are minor for a jam entry.
Overall, great job! Excited to see what else you do with this!
It's a good start! I love the graphics - they have an appropriate, gritty pixel art look. I know exploration is a big part of this platformer-Metroidvania genre, but the large, open-air cavern design got me turned around a couple times when I would jump and miss a platform (not unlike falling in Getting Over It with Bennett Foddy lol). I think having some direction markers or landmarks would help players find their footing better. Overall, pretty solid stuff!
This is pretty good! I like the general vibe of the game. It feels like I discovered a cart that's been lying under my bed for 20 years. I think some it needs some optimizations to help with the slowdown, and that there should be a seizure warning somewhere for that game over screen. But otherwise I'm pretty impressed.