I'm a bit lost but it's very impressive! Maybe I'm missing something but some sort of indicator for if I'm doing the breathing mechanic right might be useful. I'll have to try the 3DS version though, maybe that works better.
Play homebrew GameBoy game
Enemy Waters's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of Crayon and Kazoo Assets | #7 | 3.536 | 3.750 |
| Overall | #8 | 3.653 | 3.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Ha, always nice to see a Dopefish out in the wild.
My fingers object a bit to my breathing too much, but it's a fun mechanic!
I know this has probably been said a lot, but I think the gameboy game concept with this jam is super fun! I could definitely see myself playing this as a kid with my hand-me-down Gameboy Color and dying instantly every single time because I was the world's worst gamer back then. You used the assets well despite the limitations! The story mode was quite fun, I also had a hard time with the controls but I think that's just me not playing emulators/emulated-esque games very much. You did a great job with this one!
I’ve said it before, but it’s super neat to see a GameBoy take on this jam. Even if the plain colour tile apparently didn’t work as a background, I’m astounded how readable (yet still crayon-y) you’ve managed to make the other assets despite the small size and constrained palette. The game’s fun, too: I like that there’s so much to poke around an explore, and Story Mode strikes me as pretty ambitious on its own (though I’m afraid I got caught out during the hacking minigame having forgotten which keyboard key was A and which was B!).
That was nerve-wracking but fun!
I had no idea what my goal was until I got there, but from what I recall that's pretty accurate for some of those older games hahaha (I bet the manual would be filled with exciting lore!)
- The breathing mechanic is neat, it almost feels like a little rhythm game. The hacking segment was a nice surprise too!
- I had a few small issues with the controls, but it seemed nice and smooth overall!
- The GameBoy-ified crayon art was super interesting to see, and I love the fake GB box for the cover image!
- I really enjoyed trying the minigames and poking around the various menus (including the option to crash the game...)
Nice work!!
I want to add cutscenes and a branching path to the story mode, but I couldn't add to because of the jam's "asset-only" parameters.
I think a cutscene to clarify what you're supposed to do on the enemy's boat would help. That, and an opening cutscene showing the player getting debriefed on the mission and putting on the diving suit. I also think it would be cool if during the mission briefing, you are told to go east. Then on the seafloor, if you go left/west the path just goes on forever until you go right.
This turned out great. Love the gameboy aesthetic. Very nostalgic. 10/10 would simulate fish again.
Also got a laugh out of "press left to start".
This is an excerpt from my devlog for Enemy Mines:
I COULD NOT get the music to loop seamlessly, and it resets between screens, so I did not use it for some of the minigames. That's also why I included a traditional GameBoy .uge song ("Desert Chorus" by Mute Audio) as an optional other track. I tried to use the solid color squares from the crayon pack to crunch down into tiles, but they came out so unrecognizable, it would've made the game hard to understand.
Non-Asset-Pack Assets used:
- I drew waves, a submarine, two watercrafts, sand/ocean floor tiles, and chains. I also drew my classic smiley face logo for the Simon Sez game.
- I put a Dopefish in my last game, so I tossed one in this game too because of the underwater setting.
- The QR codes were generated by itch.io user Jim Scope's program GB QR Studio.
- "Desert Chorus" from Mute Audio's Free GameBoy UGE Files: Volume -4 is unlockable after reading through the credits.
- Two sound effects (Bark & Delayed Click) from the asset pack included with this zine are used on a screen that many players may not interact with.
- There is also a set of images viewable in the art gallery after finding a hidden secret that are not asset pack content.
- Hidden on two secret screens is the sprite for a rupee from Zelda 1.
- I remade my first game using the font and an asset from the Crayon and Kazoo Asset Pack as a minigame, but I couldn't get the Kazoo music to play properly.
- I used the provided font as much as possible, given the limitations of GB Studio.






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