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deertears

137
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A member registered Oct 25, 2018 · View creator page →

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I love that you made your high score shareable as an image, with the image height equivalent to your tower’s height. Well done!

Heheheh

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!

It’s hard to make a good puzzle game during a game jam, loved it! I wish Medusa was a bit easier to predict, some levels seemed to change the turn she fired at random? (Or maybe I’m misunderstanding something). Either way, excellent job from the team!

Fun! I know increasing the scope would’ve been hard since it’s a jam, but I would’ve loved to see this as a 2 player game!

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 how the game changes itself up once you get more stars, awesome gameplay loop! I never thought ice skating/rollerblading around obstacles could be such a good mechanic!

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.

Love love love this soundtrack, immediately puts me in a better state of mind.

I got to 550!

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!

Interesting idea for multiple levels with this game mechanic, I had a hard time getting past level 2 with my trackpad.

Thanks for playing! And thanks for your feedback! Good to know about the jumping being a bit difficult. I felt that my jump got eaten once or twice while designing levels. A coyote jump will be coming in the post-jam version.

Very charming! I can’t speak much on the jam version unfortunately, but I liked the direction this was headed in!

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!

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The game doesn’t seem to be loading for me, it gets stuck at 80% loading in my web browser for minutes.

Edit: It was firefox, switching to edge fixed it for me.

Be patient man it’s a free game

Heads up, the link to the wiki is slightly misformatted and goes to a Github 404.

Sounds great! Looking forward to the new version!

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.

Nutty good, just took a little while to figure out what all the controls did. Love this!

0x523eAA0x119e154000202A80x116eA944000200080x115e19944000220080x115e1AAA0000201080x115e14964000281480x116e4964000080080x116e4AA4000080080x116e55540000AAA80x497e9

cute!

been using this nonstop, near perfect even without much customization options. though I would love to disable the way it hides itself on the toolbar when closed, i sometimes end up with multiple copies running at once.

same here

Neat, got to the 2nd room but couldn’t figure my way out

Awesome! Text wrapping in this new version is a godsend. Thanks for everything you do on this tool!

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.

Awesome!

Love the heck out of this tool. Any chance for the trees to be included in the .obj export?

I like the concept a lot, really nice environments too!

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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.