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Kevin Sugay

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A member registered Feb 14, 2019 · View creator page →

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For anyone looking at this nowadays, GB Studio is a pretty easy way to make Game Boy stuff :)

Wow the animation for the robot is really well done. And the music is great! 

The art is cute and the music is sick. SO GOOD

Thanks for trying it out on real hardware! Yeah it is pretty ironic that a GBC game doesn’t have color. Another thing to add when I revisit this project!

Great work! The sprites and textures look awesome!

Pretty cool pong game! I noticed bullets disappear if you spam the fire button, so it made hitting the balls difficult. Good work!

The music is great! The puzzles are a bit on the easy side though. But glad you tried out retro game dev! 

Pretty fun! The graphics and puzzles are good. I was a fan of your entry for last year's jam and this year's is just as good!

Cool, straightforward, and polished! Nice work.

This is not only a solid jam game, it's a solid game, period. Deceptively simple, hard to master. I really like this. My only nitpick is that I wish there were sounds for when bullets hit blocks, for extra feedback. Great work!

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! 

Thanks! I originally wanted the bosses to track and fire at the player, but currently there's no way to do that in GB Studio 3.1. Apparently it's possible in the next version of GB Studio!

Thanks! I aim to frustrate people, but also nudge them to keep going : )

Thanks! GB Studio handles collision detection pretty well! Glad to hear you thought the gameplay was fair. I should've playtested a bit more before release - I think the third phase of Death is quite unfair right now, and will need to be addressed someday.

Thanks for playing! The second boss went through a lot of iterations before release. I'm still not 100% happy with it - maybe one day I'll revisit it. The final boss's 3rd phase is also way too hard, and will need a nerf in a future revision. But I'm glad to see you made it that far!

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!

This is pretty cool! I couldn't get past the second stage - those spiders move way too fast for me to dodge them. But overall, this game looks and feels "retro." If someone can play it on real hardware I'd love to see footage of that!

I got the game to load, but I wasn't sure how to move around.  What are the controls? If you could post them on the itch page, it would help modern players who aren't familiar with this system.

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!

Thanks! Glad you liked it!

Thanks! I'll update the description with the other GB Studio controls.

Thanks!

Very cool! 

You'd need a flashcart like an everdrive or ez flash to play this on real hardware

This is really cool! What engine did you use to make it?

I love this

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.

Thanks! I really need to check out Bitsy nowadays - there's so many features I need to try out!

i love the concept of using the scope to navigate the scenes! nice job!

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Very cozy story! I love the art!

: D

Aww thanks! 

I love this! I wish there was a way to take a screenshot of my monstrosity

Also want to mention that logo scenes can display any image without any tile limits.

This had me dying of laughter. I am amazed at how you were able to translate The Stanley Parable's humor into Bitsy! Well done!!!

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I'm amazed this is made with GB Studio. The controls feel really smooth and responsive! If I didn't read the comments I would've assumed this was homebrewed with GBDK.

thank you for making this. i'm happy i played it. i also played Do I Pass? not too long ago and i gotta say you're really good at telling stories. this game is going to stick with me. you made something really special and i hope you're safe and doing well. 

pretty cool game! love the concept!

The cable trip was so perfect! I love this!