Cool game, I especially love the comedy and the texts.
SomeMachine
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GREAT graphics and animations. Gameplay was fun, although it seems incomplete; the game could do with a goal, like kill this many enemies and you get a cutscene that's a drawing of Sigvard standign attop the dead enemies as the end (simple idea). The game does have gameboy soul and interprets the "old gold" theme pretty well. Good job!
Cool game. Gameplay was fun for the most part. But you had to know what to do as soon as you came into the game or else you'd be swarmed too quickly by enemies. The graphics are quite good for the jam, especially the enemies and the gun. If you want to make it a bit better, you could add an outline for the bar when mining the gold and an outline for the player himself (darkest color in your palette). The ending wasn't that satisfying, you could do a different drawing or animation of the aliens all dying once you got 100 gold, to fit your story. The code itself was good, I didn't run into any bugs. Overall, nice work!
Interesting game, I enjoyed it for the most part. When you go to age your wine, in the year 2050 and keep adding on the date in the time settings, after 2099 it reverts back to the 1980s and your wine doesn't age. If I'm being honest, the game felt a bit boring and a little lonely. But the concept was very cool I must say, and the game does fit very well to the game boy theme and the old gold theme. Nice work!
Cool game. I love the music. But the item requests can get confusing. I didn't know if the dragon was asking for an item or forbidding me from giving it to him. Because I'd give him the same item and sometimes I'd throw it away with the same result. Overall though, this game has potential. The art is spectacular and I LOVE the dragon's fire animation. Awesome work!
Cool game, I agree with another commenter about how the Game Boy interface was nice. The gameplay itself was good too, I'd say add more audio, when the player gets hurt, or an enemy does, (or even draw a frame where the character is the lightest color you use, to indicate a hit animation). The Player sort of blends into the background, because they have the same color. Playing was a bit confusing at times; I kept getting teleported places. A Ui cooldown animation for the weapon would have been a good idea too. But, the music was spectacular, and the game graphics and gameplay really did fit the theme of gameboy. Nice work !
Just played your game! A very interesting mechanic of having the player transform to be able to move in certain places; I liked that. I was also especially impressed by the art, how the artist managed to make use of the limited color palette. The detailed characters in the cutscene and the background were spectacular! The Ui looked awesome; the Tileset itself was great too, although I didn't like the ladder in between the train carts. The music was lovely too, I loved the cat meowing XD. That was a fun detail. The gameplay itself was also fun . At first, I must say I was confused, but then after my 3rd playthrough I understood how to play, and then I got really competitive, speeding through the rooms. The enemies were great and actually were a threat to the player. One of them permanently turned my screen to black and white. That was really creative, kudos! The only thing I was confused about for my entire gameplay was when I was going to get the end scene. After finishing my last run, I got to checkpoint 13. I reread the description to check, I don't think there is an end scene. and the game was just a loop of level, the level design was great too. Good replayability. Overall, it was a fantastic game, Awesome work!
Hiya, I just finished a 16x16 cave tileset. Its got base tiles [ground, grass, walls etc..],static props and sprites for props breaking and opening, and even character sprites for the player and a slime.
I'm releasing it very soon [a day or two] , but the thing is I don't know the best way to export the tiles. Should i export each image separately? Like ground1, ground2 because I'll end up with atleast 100 of them. Or should I separate them into sections, like here's a sprite sheet for just the static props and here for the animated ones?
Plus I'm planning on adding on even more tiles and sprites with time.
Currently, I've done the latter method, and i have been doing it for the last two tileset ive made, but thats because ive never had feedback.
Your advice would be very much appreciated!
Hey Jollydarkhorse, I agree about the magic part, the drawing doesn't really show any magic. I guess I added it to be more compliant with the theme. But the knight in the drawing isn't supposed to be dissatisfied; he's supposed to be skeptical. Though I also agree that the knight could be a bit more expressive through his body.
Personally, it was intentional to make it seem like nothing was really going on, that this wizard might be a random old man. I guess I should've made it clearer.
This would be better as an animation; this being the first frame, where nothing happens and then sparks and light come from the sword, the knight is wide eyed surprised, and the wizard would look proud of himself.
Thanks for the criticism Jollydarkhorse, I really appreciate it <3



