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.
Diego García
Creator of
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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.
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!
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!

