Play game
Pumpkin Parade Guardian's itch.io pageRate this game
In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.
How does your game interpret and use the Theme / Halloween?
Pumpkin Parade Guardian is a cozy-spooky Halloween tower defense game for Game Boy Advance. By day you plant scarecrows, lanterns, cauldrons and other defenses around a pumpkin patch; by night zombies, ghosts, skeletons, werewolves, banshees and moon moths parade down the path to steal the pumpkins. You must survive ten nights, culminating on the final night with the Headless Horseman leading the parade. Every pumpkin saved is a victory.
Game Engine?
Game Engine / Tools (Other)?
Custom Game Boy Advance homebrew (GBA ROM, playable in browser via emulator)
Graphics & Audio: What did you create or use?
Have you participated in a game jam before this one?
Roughly how much time did you spend developing? (in hours)
24
Anything else you'd like to share about your game or development process?
AI disclosure (as on the project page): AI-assisted, code. The game is a Game Boy Advance tower defense game, playable in browser and as a downloadable GBA ROM.
Leave a comment
Log in with itch.io to leave a comment.




Comments
Building a tower-defense game as an actual Game Boy Advance ROM was immediately interesting to me. I downloaded an emulator specifically to play it, and the presentation really does feel like something built for that hardware.
The music and sound effects especially fit that era well.
I also liked the day/night structure. Having the daytime to place and upgrade defenses and then starting the nighttime parade makes the theme part of the actual game loop. “It only comes out at night” is doing mechanical work here rather than just describing the setting.
I played two fairly long runs, and my best was around Night 6 of 10. It’s definitely challenging, but I think the bigger difficulty for me was understanding enough of what was happening to improve my strategy between attempts.
There were enemies whose behavior I couldn’t quite read.
In particular, I encountered one that appeared to have no health remaining but continued moving down the path while my defenses kept attacking it. I couldn’t tell whether it was bugged, had some special ability, or was intentionally acting as a decoy.
If that is a special enemy behavior, some visual feedback would help distinguish it immediately.
That became more important because of the size of the map. I like the idea of defending something larger than a single screen, but on the GBA-sized viewport I could only see small portions of the defense at once. Moving around the map also happens in fairly noticeable screen shifts, so I often felt like I was checking disconnected snapshots rather than monitoring one battle.
Because of that, I sometimes knew that my defense was failing without really understanding where or why it had started failing.
A little more global information could help.
Even something simple like indicators at the edges of the screen showing where enemies are getting close to the pumpkins, where a lane is leaking, or where a special enemy is currently located could preserve the large battlefield without requiring the player to see all of it simultaneously.
I also struggled to understand the full tower system during play. I mostly felt like I was placing variations of the same defense and trying to find better positions. If there are different tower types or evolution paths with different roles, making those distinctions more obvious in the UI would give me more to strategize around.
The core idea is solid, and getting a functioning tower-defense game onto GBA hardware during a jam is a cool technical accomplishment.
For me, the biggest opportunity is making the information required to make good strategic decisions as readable as the underlying systems.
Thanks for playing and for the detailed notes — the readability and tower-clarity points are noted, and I'm glad the day/night loop clicked for you!
I loved the sound in this one! The music and effects have that perfect retro charm, and they make the whole game feel cozy and spooky at the same time. Making a real Game Boy Advance game for a jam is such a cool idea, and the Halloween theme fits it really well. Congrats!
Thanks so much — really glad the music and the cozy-spooky vibe hit for you!
that switch from the green build board to the purple night board reads really well on the gba screen. i started with a scarecrow and a lantern by the first corner and made it to day four with six pumpkins left after adding a cauldron and trying crow caller. i liked that the first scarecrow could turn into something different instead of just getting a bigger number.
for anyone on the web build z planted for me and v switched towers or upgrade branches. the footer still says shift for select which didnt work for me even though the page has the right key. id put the actual keyboard mappings right under the emulator and give v its own label since it does a different job over an existing tower. id also shade the road tiles a tower can hit while youre picking a spot. i kept watching tricksters and skeletons get through the first bends and had to wait a whole wave to learn how much road my next tower actually covered. a short plain language description next to the branch stats would make it easier to decide whether to upgrade or spread that candy to another corner.
if you want a break from tower defense give purr or treat: the midnight reef a try sometime. id appreciate a rating and a note about anything that took you a sec to figure out.
Thanks for playing and for the detailed notes — the keyboard mapping and tower-range points are noted, and I'm glad the day/night switch read well!
The game was fun. But at the start, I was a bit confused on how to place towers. The bottom bar said to place or upgrade a tower press A or Z respectively. I tried pressing A but nothing happened. The Z button actually placed towers. I think that should be fixed. Plus the bottom bar doesn't tells how to switch towers. I ended up pressing all the keys of the keyboard to know that the "V" keys switches towers. I think it should be written in the bottom bar of the game where all the other keybinds are listed. But eventually, I did understand some controls and started playing, but I only survived the first night, as the towers maybe shot too slowly.
But anyways, the game was fun, The music, art and SFX were satisfying,
Thanks for playing and for the detailed notes — the controls confusion is noted, and I'm glad the music, art and sound hit for you!
I didn't rate it because I couldn't really play in the browser (game was cut off).
I tried getting it to start with enter & a since I saw those in the screenshot but they didn't do anything.
Thanks for flagging it — that's fixed now. The browser embed was too short for the game screen, so I've made it taller with scrollbars and a fullscreen button, and the full title screen should show now.
Hey! I tried the browser version, but couldn’t get past the title screen, and the bottom of the game was cut off in browser. Is there a setting or key I’m missing? Would love to give it a proper try!
Thanks for giving it a try and for the kind words on the theme — sorry the browser version cut off like that, and I appreciate you flagging it.
Thanks for flagging it — that's fixed now. The browser embed was too short for the game screen, so I've made it taller with scrollbars and a fullscreen button, and the full title screen should show now.
The GBA tower defence idea worked well in the browser, with a Day 1 build phase on the checker patch and then Night 1 bringing a zombie down the purple path while my scarecrow fired. Placing with Z after a few tries felt satisfying once the candy dropped from 150 to 100. My constructive note is that the place key was not obvious at first, since A did not place a tower for me, so a clearer on screen place hint would help.
Thanks so much for playing, and for the kind words — I really appreciate you giving it a go, and I hear you on the placement feeling a little fiddly.
The game was cut of in my Browser but what i was able to play was fun. I liked the music and the verity of towers. I always like myself a towerdefens game.
Thanks so much for playing, and for the kind words about the music and the towers — sorry the display got cut off in your browser, and I really appreciate you giving it a go anyway.
Thanks for flagging it — that's fixed now. The browser embed was too short for the game screen, so I've made it taller with scrollbars and a fullscreen button, and the full title screen should show now.
no fullscreen mode on web? sounds were great 8bit :) that's allways 10/10
Thanks so much for playing, and for the kind words about the 8-bit sounds — I hear you on the fullscreen question, and thanks for flagging it.
3 runs and the further I got was 6th wave. Guess those pumpkins were too much for me.
The gameplay was fun- the fact I played the game 3 times is a proof of that :) The units are interesting and appropriately Halloween themed. I gotta say, I think I never played a tower defense game on GBA emulator before!
Over all- cool game with a cool use of the theme and unique retro take! Nice work!
Thanks so much for playing — and for sticking with it through three runs! Glad the towers and the theme clicked for you.