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mirsartandstuff

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A member registered Mar 12, 2021 · View creator page →

Creator of

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I had a lot of fun deciding on the look of the characters and using the script editor to handle the story's layout. This is a wonderful game engine so I do plan to return to it for future game jams.

Thank you for playing and I'm glad you enjoyed it!

Thank you for playing!

It was a bit tricky laying this out since I could only work on the game one or two hours at a time. But that's what I always find interesting about game jams.

Their power structure is like this: Nergui the Apprentice < Dubaku the Head Assistant < Grand Sage of Healing who is one of many Grand Sages. At the same time, when Nergui/Dubaku interact with each other, they tend to be rule breakers. Sometimes switching between each other on leading the narrative. So you have a good understanding of it.

Whenever I get the chance, I'll return to proofreading the script and making some light tweaks.

It took a while for me to decide on the colors but eventually decided on a pastel sunset. A sunset is one of the most nostalgic thing I can think of so it was a good fit.

The executiin of adding in hardware pieces is amazing. Reminds me of older 70s/80s anime like Akira or Space Pirate Captain Harlock in incorporating real world details of technology and engineering to fantasy worlds. Very well done.

This would have would have been so cool to have as a student going around campus. I can already imagine so many people would be tempted to mod this to play Pokémon Go back when it first released.

The idea came from realizing how funny it would be seeing someone playing their game so calmly and quietly... until they punch the screen in excitement to try and win a game.

Thank you!

Making the 3d renders was a last minute change when I couldn't decide which angle to take photos from. I figure it be easier to let the viewer decide.

I had a lot of fun working on these.

Thanks, I usually like to take whatever idea i couldn't fit into potential future projects since I get pretty busy. It's usually a tough debate to either revisit my personal archive or start from scratch.

*scribbles order in notebook*

Glad you like it.

Thank you!

Thanks for playing. Who's your favorite character so far?

It's always a magical feeling whenever you realize there's more. I'm glad you had fun.

Those are pretty good choices (I'll have to try moscatell one day).

I was thinking about whether to continue working on the game after the jam but I think it'll be cooler if I make another new game to expand on this part. Let me know what would be your favorite imaginary drink and I'll try to slide it into the menu.

No worries, it's all about wandering around. Thanks for playing.

Thanks you for playing. I thought that stairs segment would be funny to include, I'm glad I did.

Thanks

Thanks for the heads up on the volume, I slightly adjusted it.

As for the game jam rules, yeah I'll keep it mind for the future. (At the time I debated between letting the game die or taking a shot anyways.)

Yeah, the dodging mechanic was tricky debugging. I think there was four different iterations of it before settling on this one since it was the most stable. I'll take another look at it just in case something is tripping it up later. Thank you for playing and I'm glad you're enjoying the game.

Thanks for playing! *Scribbling notes*. It was a little tricky implementing the custom pixel changes in the Gameboy engine but I think I'm starting to get the hang of it.

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The interesting thing about this game jam is how they don't count cutscenes and menus into the time limit. The only part of the game where the players can make decisions/gameplay would be the 'what would you do?' and the dodging section.

I'll definingly keep this in mind for future game making (this was the first 'outside of school' game jam I participated in.) Thank you for playing.

Author's Note: Day 2 of Release

There had been a couple of DMs about the game so I thought to post my answers here.

Each attempt through the game takes about 20 seconds, but the players can find different endings depending on the choices made during their attempt.

"How many endings are there?"  About 1 or 2 dozen.

"What's your favorite ending?" The one with the merchant ship and Jelly.

"Will you keep working on the game?" For now I want to see what players think of the game as it currently is. Later on I will either add in a couple more endings or expand the story in an entirely new game.

Thanks for playing.

Thanks for the feedback. Ah yes, so the fun thing about the dodging mechanic is that it is a timed event. Try using the arrow keys quick enough for the player to "move" out of the way. See if that makes a difference. If that doesn't work I'll dig around in the code. Happy gaming!