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Diego García

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A member registered Feb 01, 2021 · View creator page →

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Bravo! This was right up my alley, it was a pleasure to play through. While the FromSoft influence is evident I love how you translated the formula into a handheld-friendly interface. The choice of turn-based movement is brilliant honestly and the game loop was very satisfying, I had fun even farming the skeletons to be able to afford all the upgrades. I'm probably biased because I love this kind of stuff but I had an absolute blast. Very tight, well packaged idea. Kudos to both of you.

My absolute favourite game so far, I adore the idea and execution! I my only gripe is that there is no pulling mechanic for the box so you can soft-lock yourself by pushing it all the way to a corner when you needed to go the other direction (happened to me on the third level).

Otherwise I loved the bold spritework and the driving music. I appreciated the attention to detail in making each character feel unique between the mechanics, animations and abilities. I flashed a smile when I realised the younger version could jump much higher, it's the small things that make you connect with the game in a deeper level. By the end when you're switching mid-air it has a great game-feel. If you guys ever feel like expanding it into a full game please make a ROM so I can play this on hardware.

Great job!

Thank you for playing! I really appreciate it. Yes in retrospect there were so many more intuitive ways to go about doing basic movement that would've made the game so much more playable it's kind of hilarious I never second-guessed it (I ran out of time so nobody but myself play-tested it and I scrapped the whole "how does a compass actually work?" tutorial -  I kind of hoped people would figure it out somehow instead). All of the feedback has so much value for future projects so thanks for taking the time to write.

Thank you for playing! Yes I was trying to push and do something counter-intuitive in both gameplay and how the main theme was approached.

Hej! Thank you so much for playing! Yes, that control scheme idea also came up when one of the judges was streaming - and getting increasingly frustrated - with the game and it seems so obvious in retrospect, it would streamline navigation hugely and make it so much more enjoyable to play. I ran out of time on the jam to have someone else playtest it while developing so all I had to go off on was my own understanding of the system, which proved to be a huge mistake hahaha. I love the idea of eventually making a 1-bit first person game for GB so it's great to have that feedback. by the way, your game was one of the few I had any time to play during this week and it blew me away how much you managed to cram into it in such short time. I'm sitting down now to play as many as I can today but yours is definitely a standout so far! Great job!

Always so sweet and thoughtful, Joana. If only the world could have your care and sensibility!

Loved the meme-ness and absurdist humour! I could see the main ideas being extended into a fast paced WarioWare kind of game.

Wow! Thank you so much! I'm so glad you could play it on an original gameboy and for it to be somewhat close to the intented experience, I got a kick out seeing it on hardware. I ran out of time so a lot of features got left out/unrefined, but pressing Start brings up a map that shows where you are and which cardinal direction you're currently facing (though it might be harder to read without colour), as well as any soldiers you've already found. The Select button brings up the inventory where you can also get hints for soldier's whereabouts, but that's as much I could get in there of my intended clue system. I see you also submitted something, I'll make sure to play and rate your game when I get home!

I came very, VERY close to scrapping my project, specially when I realised I had miscalculated and was one whole day off-schedule but at the end I chose to just cut a huge amount of content and make a smaller, more possible game. Part of the appeal for me was to get something done, at any cost really, to not miss the deadline. It was my first time doing a jam so I understand where you're coming form and I had a lot of the same feelings, down to playing some ToTK and then snapping back to reality and turning it off to continue working on the game. I wish you better luck next time! For me it worked to try to map out the whole week in chunks and adhere to it ruthlessly to avoid getting caught up in small-picture stuff (I also have a tendency to fixate on what you call "silly details"). My two cents!

Awesome concept! I really liked the surreal vibe. Is there any dev docs one could check out about how to get that effect with palette swapping? I've been trying to implement something similar but your solution seems way more elegant.

Thanks! I'm already spinning my wheels about my next short-scale project. The fact that it's been played at all was a huge surprise. I really appreciate the positive feedback.

Thank you for playing!

Hey! Thank you for playing. This is the first time someone has reported this bug, so if you're still stuck, could you go a bit more in depth and send me an email at enunhotel@gmail.com with the details so I can figure out how to patch it?