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shin

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A member registered Dec 13, 2015 · View creator page →

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https://gbstudiocentral.com/tips/getting-your-gb-studio-games-on-real-hardware/ Personally I have a GBxCart flasher with an InsideGadgets cartridge.

I beat the final challenge. Changing my review to 7 stars.

Why can't I give 6 stars?

Fun game, S ranked all the fights. I like the style system and how it works as your health (at least I think it was, there was no tutorial lol). Artwork was great of course.

I'm confused, am I supposed to time out all of the bosses? I can't beat level 3 without my energy running out. Pretty cool game otherwise, impressive that you managed to make so much stuff during the time limit.

Quite fun, presentation is great. I like the boss designs and patterns in particular. I would have liked it if the player moved a lot faster since the screen is big and bullet speed is quite high. I also did not like the oxygen system, waiting is almost never fun. I think the game would be more fun if it was removed entirely. Maybe ingots could affect bullet damage or speed, but not being able to shoot at all doesn't feel good.

Love the concept, well executed too! I also had the problem where flowers stopped spawning at around trip 7, I wanted to see how hard it gets, but oh well.

Really great game! Full marks for presentation, music and visuals are both amazing. I enjoyed the gameplay, but it definitely has that prototype feel to it right now. I never actually felt threatened by bullets, since you could deal with all of them in exactly the same way regardless of pattern- step away, step back. I feel like if there were more bullets or hazards in general I might actually have to consider my moves. Environmental hazards in particular could make things more interesting, like turn based lasers or spikes. I hope you do keep working on the concept because I had fun playing and think it really has potential to flesh out!

Yeah, that's a clone of Stray Shot alright. It's well made and I like the idea behind the weapon/enemy triangle, but would have liked to see some more originality.

Really fun! I like the rank system, I wanted to do something similar but I didn't think I could fit it in the jam time. Very impressed that you managed to do that for the entire game! Also shoutouts to ZeroRanger.

Love the visuals and sound. Gameplay is entertaining too, sometimes the visuals make it a little unclear. The style might be better suited to a slightly different type of game? I want to see more in this style. Unfortunately couldn't get past the end of stage 2 because of the FPS hitting about 1.

I just noticed this is the high score in the comments section, so here's the proof :P

Wow, really really impressive. I managed to clear it on my fourth try with a score of 7844880. Really really great level design and patterns. I feel like the popcorn forced me to stream a little too much, but then I realised I could just avoid summoning reinforcements so often... so definitely a nice risk/reward mechanic there. I also liked the blade forcing you to point blank enemies, and it seems like you deliberately made it relatively safe to do so. I actually have no criticism to give, sorry... This could totally be spun into a larger game.

Super fun classic bullet hell stuff. Managed a 1CC on my second or third try. I wish it was longer, which is more of a compliment than a complaint! Only other 'complaint' is that the jam theme wasn't really factored in, but I don't care anyway because the game is fun on its own.

This is what jams are all about, crazy ideas. The bullet hell was fun on its own, good level design and patterns even with some slightly evil hitboxes. I like the weapon variety too. I managed to beat both stages but the stock market kinda janked out on me and stopped working. Still highly rated because I had fun!

I beat both the regular mode and the boss rush. Fun and very well presented.  The art is especially cool. I give it high marks in everything, but then we come to level design... 75% or more of the screen is completely blocked off by some hazard at all times, and I don't mean bullets. Whether it is is a building blocking shots, a line of enemies that you didn't speedkill, or the chance of an enemy appearing from the sides or back (big design no-no), you end up limited to a very small part of the screen. For that reason the bosses are the most fun and fair part. Definitely a strong foundation that some better levels could be built on.

Thanks for playing! I agree with your complaint, lol, which is why I put the kill all the thing achievement in. Maybe making both playstyles equally "valid" could be a better way to go about it. Helpful feedback.

Thanks, super useful feedback. Your intuition is correct, I was going to make the boss harder depending on condition, but it was cut for time and because most people probably won't play enough to notice. I'll keep thinking about how I could make it more interesting.

Thanks for playing! I'm glad you enjoyed it enough to replay!

Thank you! Glad you enjoyed!

Thanks! Killing all the host cells is definitely my favourite way to play too!

(1 edit)

Thanks for playing. I don't want to sound too defensive, but it sounds like you might not be familiar with bullet hell games. Only the circle at the center of the ship can be hit by bullets. This is explained in the tutorial and general convention for shmups. Also, I kept the bullet count relatively low, unless you completely fail to kill enemies. Hitting enemies with all 3 shots kills them twice as fast as just using the main shot, so getting close to enemies is a good idea. These are some shmup fundamentals, which I kind of expected the player to be aware of, maybe my mistake. Take a look at some bullet hell games by Cave to see what inspired this game.

Fun GBS shmup! The artwork is so cute. The slime is the strongest by far.

There are four different endings, there is one better than the hat ending that noone seems to have got yet!

Fun! The music and sound effects are outstanding. The tether mechanic is interesting and well made. The levels are a little cramped and it's often difficult to get the tether in the almost pixel perfect position it needs to be in. I'd like to see similar mechanics in more open levels, but it's a great jam game! Nice work.

Thank you to everyone who left feedback, it's the most valuable thing I could ask for. I tried to play and rate everyone's games too, they were a lot of fun.

Thank you! I'm with you on the long wing sections... but most people seem to find them the hardest, haha.

Amazing game, in my top 5 for sure! The micro-puzzles are very fun and a great interpretation of the space theme. I really like the sound effects too. Thank you for the fun experience!

Love it, one of my favourites for sure! Definitely not biased because it reminds me of my own game. Jokes aside the gameplay is a lot of fun especially when using the gravity of the planets.

Nice, very Space Invaders-y. The artwork has a nice charm to it. Add some more mechanics and gameplay and you could make a cool blend of standard shmup and Space Invaders.

Thank you! Iterating on simple mechanics is fun, you did a good job of it too!

Nice gameplay, the hook mechanic is great and I love the variety of ways you get to use it. Especially like the offscreen puzzles, maybe the game would benefit from a bigger screen so you could make more complex puzzles like those. My only real criticism is that I would like the collisions to be clearer, it was hard to tell which parts of objects are solid.

Good idea, enemy AI in GB Studio is a pain in the butt.

Congratulations on making such a great game and getting my first perfect score! Top tier everything, and a totally unique interpretation of the theme on top of that! As a Game Boy homebrew dev I think 90% of this game could actually work on a Game Boy Color. Has your team ever considered working with the real hardware?

Thanks! I designed the parking lot so I am responsible for the alien's suffering and yours! Mwahaha!

Thank you! By the way, if anyone is reading this, you should be playing Unknown Space instead...

Thank you! I'm glad it wasn't too painful!

Thank you for playing!

Very cute game! I love when a jam game manages to pack in a complete adventure. I'd love to see some more variety in the combat, but that's probably beyond the one week scope! Perhaps in the future?

Well made clone, I had fun. Music was a standout.