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RikOclon

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A member registered Dec 19, 2014 · View creator page →

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Awesome work! I liked how forgiving things were! 

Interesting! Thank you for pointing that out!

I haven't tested it in MESEN, but it sounds to me like it has the same audio issue as the emulator that was used to make the web build.  Personally I've had the best Game Boy audio results with BGB emulator. Unfortunately a staggering number of game boy emulators have poor audio for the 8-bit sound effect samples, which is the primary focus of this project 😂

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I'm very glad you had fun! Thank you for the insights!

I'm super grateful that the export to web option exists, but It does produce an inferior product, especially in sampled audio like I'm using in this project. So you probably experienced some delay, along with that buzzing sound that can be heard in most of the samples. 

I apologize that I don't have a better solution for playing on the web, but it does play much better with better emulators.
That's awesome you had a good time regardless! Thanks for sharing your beats! Thanks for checking it out!

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Thank you for checking it out! 

The BGM and visualizer menus use the arrow keys to highlight your selection, then the Z key chooses the highlighted option. Sorry this wasn't more clear

Thank you for the kind words. Glad I could subvert your expectations with the title.. Drop 8-bit beats with Bit Dropper. How's that? 😄

I'm glad your having fun with it! Thank you for your feedback!

Oh! I totally missed the video! Watching it helps a ton! Really awesome job!

Wow this is impressive! The concept is really very clever!

I'll admit that at first I didn't know what I was looking at, but it was so obvious after clicking next wave. 
I really like the design here.. its like an auto-battler tower defense type game. The coins' AI keeps the game interesting.

I did notice that some enemies seemed impossible to kill even with the emeralds, so loosing felt inevitable and a little forced or artificial. So the difficulty balance could stand to be adjusted in my opinion. But the skeleton of a great game is there!

The UI worked as intended.

The music is really good and didn't feel too repetitive. The sound effects worked well too!

Something that holds this game back gravely is the graphics, but not because of the art.. because of the settings. Unity by default tries to treat images like hi res graphics.. so when you import pixel art in Unity always be sure to set the texture settings' filter mode to "point" and set the compression setting to "none". You could even go a step further and put a pixel perfect component on your camera object.  I hope this helps you on your journey! 

This game definitely has potential and I could see many people enjoying a more balanced version with the graphics settings sorted out. Thank you so much for making and sharing this!

Thank you for thinking about it, though! 😅
try clicking on the web build and pressing enter... 

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Awesome work! I love the art!
The concept is great and fits the theme well!
I died a lot but eventually I was able to get a total of 4 coins before dying!

I had trouble figuring out how to pick up coins at first but after about 5 or 6 deaths I realized I have to hold space, not spam it.

I felt like the diver runs out of breath too fast.. maybe if there was a 2 second grace period after you run out of breath that would have helped me.  Or maybe if the "air pocket" was more obvious.. I thought it was a cave to avoid.

I felt like the audio was really lacking in this project. Its great that some sound effects are there, but they are a few very undescriptive bleeps. I like the retro vibe, but they didn't fit the rest of the game to me.  Some background music could have helped too.. even ambient waves or gulls, maybe a distant fog horn.

I liked the bubbles that fill the screen when you die!
Really great work on this! Thank you for sharing it with the community! 

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I love how you made this in less than a day!

I like how the pool balls change to number how many drops you've gotten! Perhaps a fail counter would be fun?

the gameplay is there, but it feels like it could use some iteration. For example I felt like not being able to see the ball's drop point made the game a bit too random. 

I do like how the speed increases with every successful ball drop. I would have loved it if the sfx increased in pitch slightly with each successful drop as well. I would have loved to see some visual reward or juice for a successful drop

The game fits the theme well, involving pockets as well as pool, a sport which involves pockets. You even managed to fit the theme into the name! 

The music fits the vibe but some variation would be nice. Or even just speeding it up with each successful drop, though this might make it more repetitive.. so a longer loop might work best.

The sounds are there and that is appreciated, but more sounds, or variation like described earlier could benefit this project. I feel like the drop sound should be more of a slide whistle sound (high then low). and the failed drop should be more like a wrong answer on a game show. 

The browser export plays fine and is appreciated, but I noticed that the background is cut off unless you press the full screen button. this is fine for a jam, but we do loose out on some of the "poolness" of the game. 

While I don't feel like this game is winning goty awards any time soon, it is nonetheless impressive! The fact that it was made from concept to completion in under 24 hours blows my mind.  Really awesome work on this entry! Great hustle! 

Its great to see a pico-8 entry! 

The controls are smooth, and the game plays as expected without any bugs!
The art is very simple yet charming, which is hard to pull off in the Pico limitations.
I thought it was weird that the acorn had no top, but it made sense at the end. 
I didn't really feel like I was in a pocket at all, but there was a pocket in the level select room, and acorns do fit in pockets. The gameplay is not the most creative, but it does work well and that is important!
The music sounded great at first but by the end of the 7 minutes I played, I was wishing that there was a chord change or more to the baseline, or something.. it was too repetitive after a few minutes. A new song for each level would have been fantastic. 
The sound design is good! I didn't feel like any sounds were missing or out of place. 
I Couldn't find the pico-8 cart PNG in the zip, not that this is necessary, but I would add this to my handheld device!

Awesome to see so many people coming together to make a single jam game!

I love the concept!

I did have trouble trying to figure out if I was playing right. I had to kept checking the rules and still didn't feel like I understood in the end. Maybe a video tutorial would have helped me. Written board game instructions have always been hard for me, personally.

I also love the graphics, and music! It's really cool that we can play the board game in the browser! Really great work! thank you for sharing!

I had the amazing opportunity to interview the developer of this project!
Had a great time playing it also!🙂

Su

Yes! And morels are so tasty! Glad you enjoy it! 🙂

Happy to hear that the experience suited you!  Thanks for checking it out!  the feedback you shared on discord is Very much appreciated! 

Very glad you liked it!
Thank you for playing!

Thank you! yeh, while deciding the textures I was mostly looking for a vague resemblance to the scene I saw in my head, then focused on just making the pixels look right together

Love the dithered tiles! Great work!

Thank you! 

Will definitely keep at it! Thank you!

Cute forgs!🐸 Palette works lovely here! 

What a trip! Palette works awesome here! Evocative and eye catching work! 

Such an interesting looking creature! Very creative and the palette looks great this way! Great work!

Oooh I like it! Creepy and mystical vibes! The palette suites the piece nicely! Great work!

The graffiti looks dope! I like the over all concept. The skyline looks great! The character is interesting. Great use of tiling patterns. Awesome work!

I love the effect of the entire piece being composed of vertical line patterns. The vibe fits the composition well too! Amazing work! Always cool to see the process, too!

Awesome use of repeating patterns and giving the palette a vibe that works well with it! Interesting composition overall! Nice work!

I love the treatment of the Iris, it really stands out! And space is always fun! Nice dithering! Great work!

I Love the chunky depth of field effect that the tile treatment provides in juxtaposition of the monster's details! Amazing work! 

I love the vibe! Nice work!

Very interesting treatment of an iconic concept. Perfect for the spooky season! Great work!

Thank you! It was really fun to do! 

Thank you for the kind words!

It's great that you were able to get so much in with the time limit, and unfortunate the full vision was not reached. The concept is interesting, and perhaps with more time the execution could have been better.

I had some trouble understanding what was goin on just from playing without any instruction. I thought I would have to claw, then carry, then drop, so I was surprised to see the claw gobble things up on its own. It felt like the traditional claw gameplay evaporated a bit with each gobble. The music and art are certainly enjoyable, but don't seem to match the theme all that well. The candy corn came close to matching the spooky theme, but I had trouble figuring out what the other pick-ups were. The robot arm seemed like it would be a power up, but gameplay didn't change after collecting it. I tried all the levels but other than music and palette changes I didn't notice a difference. I also didn't understand how to loose health or use attacks, and the UI elements left me wondering if I was missing something.  The levels just end, and I couldn't figure out the condition that caused that. Some type of level end scene in between the level and the level select scene could be beneficial. or in the very least some type of text with an audio cue to let you know if the level is ending because you did good or because you did poorly. I wasn't sure if there was a way to do poorly, actually. I had a score so I couldn't have been doing poorly.. but I don't know if I was doing well either. In the end the experience is definitely cute and its concepts are surely intriguing.

Making games is always tough! The deadlines and rules can make things even harder.. Its important to be proud of what you've done regardless of how well it play tests. The whole point of these jams is to learn, and I hope my feedback helps you on your journey! Thank you for sharing your work and taking part in the jam!

Thank you for playing and providing excellent feedback! I had plans to number the monsters, but didn't have time to implement it for the jam. I started a few days late  🙃

I really appreciate you checking it out!

Awesome work making something spooky game boy themed! You employed some really cool design choices, like hiding in the lockers! I really loved the mimic locker and jack in the box. The art is super cute. The monsters are cute but scary in presentation which is really fun. I liked how you made it so you could hold the button to break stuff, but It looked better when I was tapping the button fast. I think speeding up how often the "break" animation and sound play would really push how satisfying this activity is. Its already such a cool mechanic that it feels like a missed opportunity to really push that.. Its hardly a criticism, and more of a thought. 
I really think Lurk is an excellent game and an even more excellent game jam submission. A game boy port would be really cool to see! Thank you for making and sharing your work!

Nice work! its always a challenge to make a game and putting rules and limitations in the mix never makes it any easier. You did a great job making the art feel like a game boy game might. One thing I felt could have used some polish was how the player feels like it "gets stuck" on the wall.  Like if you are holding right on the controls and you hit a wall and press up without releasing right the player doesn't move up, or at all. If the player "slid" along the wall upward in this situation then that would would feel better to me. Its crazy how such a minor thing effected my gameplay so much, causing me to not get very far, so unfortunately I didn't get to reach the stealth aspects of the game. 

I liked the excitement and spooky nature of the game! you did a great job using the theme for inspiration!
The art is well done and feels like something similar to what you can find in actual game boy games. 

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Really awesome work on this one!
I loved the intro sequence! Great work on the dialogues, the UI, and the dialogue avatars.
In all honesty the gameplay was a little too unforgiving for me to progress very far. I kept feeling like I was going to hit a check point but never did.  I really liked how the cape animation and the shooting animation looked on the player sprite, but I did notice some sprite tearing when jumping while shooting at enemies, and some slow down when there were more than one enemy on screen. I understand that the game boy is quite limiting, so I can certainly look past these things, but it would be nice to see the design further worked around the limitations. In any case, A Kings Revenge is something to be proud of.
A wonderful job was done pushing the graphical limits during the intro, and its deeply impressive. With a little polish and focus on smoothing out gameplay, I could definitely see myself getting into something like this even at a larger scale. Though I didn't make it far enough to know how big it is. Thank you for creating and sharing this project. The intro by itself is very cool all on its own, so I'm glad I stopped by to see it!

Thank you for checking it out, and for the kind words! 
Im very glad you enjoyed it! I had a blast recording the monster sounds!

I had fun with this! 
Great job working with the limitations of the Game Boy!
The art and level design worked pretty well! 
I got the "Coward Ending" and the "True Ending" ..also I was killed once 

For constructive criticism, I think the player felt just a little too slow.  Speeding things along would have better enticed me to try to get all the endings.  That's really cool how you put the ending counter on the title screen though! 

As a whole I think The Lab does a great job of fitting the theme and spooky vibe. Overall it works well as a horror game and I could see a longer more polished version doing well! Definitely something to be proud of!