I love that you made your high score shareable as an image, with the image height equivalent to your tower’s height. Well done!
deertears
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I was surprised by how there was a surprising amount of narrative packed into this DDR game! The dance mechanics were responsive and made sense, though I swear some of those chords weren’t meant to be played at the same time, and that was a bit hard to tell with the way the arrows were differently shaped. More square arrows might’ve helped?
In any case, great interpretation of the theme!
Awesome. I do think for a game where your previous moves matter a lot for what comes up ahead, and a game where there’s no checkpoints or moments of rest, it doesn’t feel good to not be able to see the whole board. I think instead of a camera system that calculates the best spot to put the camera based on the endpoint, the camera should’ve been tailored to fit each level, based on its chokepoints. Having said that, there was a kind of exhilaration in level 2 being able to slowly work your way across and have more of the level unveil itself. I just think more could be done to make the game less abstract, and just explain itself more directly. Still, great game, would absolutely play this on my phone!
I like this idea a lot! Love the presentation. I understand why it’s a bit of an obtuse challenge, in line with abstract challenge games like Super Hexagon, but I think more could’ve been done to make the state of the game more obvious to a non-player. Like making the lasers shrink down like a timer, rather than just changing colour every second. Or adding a little tooltip about how to rotate the block in the corner of the screen. Stuff to make the game more approachable at first glance. Not a bad game at all though!
I love this, excellent interpretation of “blocked”, incredibly furry from the get-go. Like a tower defense game but in reverse! A cute puzzler by all accounts. I do wish that you could see statistics easier before starting the round, or get more visual feedback when a certain bonus/debuff is being applied to different tables. That made it harder to get good at knowing what to do with the options provided.
Loved a lot about this! The story felt really apt for the theme and I think you really nailed getting to the heart of saying something about the furry-online experience with blocking and communication.
The gameplay was mostly good, I think a little tutorial would’ve helped show what a “valid” move was, I enjoyed it once I got to that point.
Though one thing I wish was different about the gameplay was the randomized point rewards. At one point, all 4 of my rewards were just green redemptions, and I had no greens left on the board. I think something to prevent the game wanting an unreasonable amount of 1 colour would make it feel fairer, just in case your luck is bad. Maybe 2 redemptions, each of a different colour? Or perhaps add a 4th colour and maximum 3 redemptions of different colours?
I also thought Art Direction and Audio could’ve been improved with even just some generic backgrounds (Unsplash is a great resource for these) or ambient sound effects/music for the different scenes.
Just beat this, really cool! The green key was a bit confusing at first because I didn’t know what the green lock looked like, despite looking at it the whole time, but it felt fair. I can imagine great puzzle potential with this, like moving boxes or items between rooms, then switching back to the map to move those rooms with the items around.
Amazing tool so far! One thing I found is that when I add a new tag, it just shows up as “Unnamed Tag”, and I was struggling to edit the text. I eventually figured out I needed to right click a tag and click “edit” for every new tag.
So while this works, I found that once I started adding a few tags, it was cumbersome to keep right clicking every new tag.
I’d rather be able to edit the name of the tag as soon as I click “+” since I already want to make a new tag with a new name, rather than just leave it as “Unnamed Tag” or otherwise delete it.
Would this be possible for a future update? Thanks!
An article tutorial series on GB Studio is coming about this very topic: https://gbstudiocentral.com/tips/lets-build-an-rpg/ it is possible to do a full RPG with everything GB Studio already gives you.
See also Robert Doman’s YouTube videos on Take It Racing 2 where he talks about the setup he did for the cars’ stats.
Good use of arrows to provide some direction after the button presses. I liked the idea, and heck that’s a really good implementation of the mario bros character controller! I wonder what this would look like with a different level design idea with more crossover between the large and small versions. Nice work with scratch too!
Incredibly clear design! Incredibly satisfying levels that teach you a little more about the knight’s movement with every level. The ending was hilarious too!
The only thing that stops me from saying this is a 5/5 is to have something more challenging for the brain. Something to make me compare the layout more and fight red herring blocks. The way that the knight’s movement is a bit ambiguous is cute, but for later levels it might be nice to see his path traced out as he moves forward, and to keep a copy of that while in edit mode. Awesome game! Good job making this within the game jam’s timeframe!
Nice! I liked those minigames, especially the scribble one!
I would’ve liked if some of the pieces in architect mode worked better smaller, to provide more of a puzzle aspect to the different sizes, but really I liked the idea of designing your own bridge over to an area and then platforming through it. I loved that there were existing platforms, pits, and powerups as well to add constraints to your path. I think the only big drawback was having to rebuild my level when I died to correct what I did last time. But I still thought this game was super charming.
Ooh, this is a really good idea! Once I figured out the controls I enjoyed frantically switching from mouse to keyboard to use two hands to scroll my mouse wheel to get platforms to scale faster.
The camera scrolls a bit too fast, though I liked the challenge of the high speed. Maybe it could start slow and speed up as you go? I managed to get on a streak of 372.
Oh this is really good. I wasn’t sure if I was being punished for guessing wrong, but once I realized I could swap my current tile for a different one by replacing it then it became more manageable. Realizing that the number represents only neighbours and not itself came at nearly the end. I got pretty close on my first one! Really cool concept, maybe just needed a more visual tutorial, but playing it revealed itself to me pretty naturally. Awesome game!
Hi! Loved this, very sweet.
Will say, fullscreening this game works, but un-fullscreening this game made my computer completely unusable and frozen. Couldn’t CTRL ALT DEL out or ALT F4 the program. F and Escape didn’t do anything either. I ended up having to hard reset my computer. Things seem fine now. Not sure if there’s a safe way to close the game without that happening.
Not bad! Digging for wood planks in the snow was actually pretty interesting. It’s a nicely scoped game with an ending, which is a really good accomplishment for 3D.
I thought the island could use more details or “waypoints” to make the island easier to get around (trees, more buildings) and to reduce the fog so I don’t always have to use the minimap to get around.
This is an incredibly quality gameplay demo. 10x larger than any other GB Studio game demo I’ve seen! I love how vast the game world is, and yet it never felt confusing or assinine to navigate. It gave me the same feeling as LoZ:LttP, but with all the padding cut out. Nicely done! Love the characterization too!
Some feedback: I died a lot on the ice level’s narrow passageways. It looks safer than it really is. If there was one more tile of walkable space either side, or if the art for those tiles was narrower, that’d make it feel fairer.
Afaik there’s no indication as to which boulders are movable in the ice puzzle after defeating the first miniboss with a key door. The one with two floor switches.
Also, there’s a few grammar issues in the opening cutscenes and dialogue. Would recommend getting more people to review the text prior to launch. :>
Short answer (from being in the project for 3 years) probably no. For the same reason that there won’t be a GBA Studio, GB Studio is volunteer-developed and doesn’t have the resources to focus on anything besides the Gameboy. There is a 3.1 update being worked on currently (no release date) and beyond that, there could still be more updates to improve it.
If you want more ways to develop for your Pocket, you have a whole world of Gameboy homebrew tools to choose from, and various ways to patch .gb files. You could also try learning to make homebrew for Atari Lynx, Neo Geo, or Game Gear.