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birdup

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A member registered Jun 12, 2020 · View creator page →

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I am bad at platformers but I was bailed out by the checkpoint system, which was a big relief.

I appreciate that you made your main character a little bit freakish, and in my mind the debug states above her head were actually just her talking to herself to stay focused, which added to the freakishness.

Howdy, these sets look great and I definitely plan to use them in my GB Studio projects.

Do you have a place to reach out to discuss potential commissions or collaboration?

There is not. One of the things that ended up being out of scope with the time we had.

I thought this was fun, though I struggled to fully clear Thriller. The chiptune cover sounded spot on and the art was cute even if I could only look at it briefly in short lulls in the music.

As a piece of feedback for if you continued to build this out, I think some way to sort of earn back your health to give a bit more flexibility around mistakes, or having a window in which you have invincibility shortly after making a mistake would be much appreciated. I had a few instances where I seemingly too 2-3 bites from misinputting around a certain note.

The horse is in the trailer park, and once you speak with them I recommend going to explore the woods by your house.

I thought the concept here was really neat and not a mechanic I've really seen before in a game like this. Also a nice variety of enemies for only having a few days to work on it.

I think a piece of feedback I'd give is just adding some acceleration/deceleration to the skull to give it a little extra juice. It always moving at a standard speed felt a little odd. Also a bit of invincibility frames after getting hit would help. I kept getting killed by the gaggle of ghosts all hitting me at once.

Like the visual design of this game a lot! I am in agreement however that it'd help to have some more clear audio/visual indicator of success vs failure when it comes to each face-off.

Ah I started to try and escape, but I think he had already beaten me up too badly at that point to make it all the way.


Either way, I think this is with continuing to flesh out after the jam. It's like a fun mix of old convention and new mechanics.

I have not yet flashed it to one of my cartridges, but we're planning to make a few copies for the team who worked on it, so I'm excited to try it out on my physical GBC as well.

It's likely because we chose a 1-bit-ish art style. A lot of our team had never done a game jam before, and we selected a fairly ambitious number of assets to create to fulfil our concept. This helped us ensure we'd get everything done in time.

I love puzzle games, so this was already going to get high marks from me. But getting to absolutely chunk your guts around to beat up bad guys? Now that I wasn't expecting.

I though the presentation package with the audio and visuals was really polished and cool. Doubly so that you have it working on the original hardware!

However, I did run into some of the same struggles in combat as some of the comments below. My biggest frustration in that regard was the inability to turn around without moving a square and the long delay after an attack in which I could not begin to move again.

Would just recommend that you add the list of controls to the page description, had to spend a bit pressing every button to see what would let me use my flashlight.

I had fun playing this! I though the art was super cute and really felt like something you could accomplish on actual Game Boy hardware.

Sadly I think I reached a state where the customers all wanted something I didn't have. They just kept insulting my poor little mouse, who was very Earth aligned but not quite smart enough.

Thought the body swapping puzzle mechanics were very cool, though the boss kicked my ass and I did not know how to fight back because he took my cool hat.

Really like the use of the folklore/yokai characters as the basis instead of the traditional horror movie monsters. The art is stupendous!

Yeah it was cute, I especially like the ghost getting vacuumed up! Always love a puzzle.

People need to learn to stop going to places where "no one has returned from alive."

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Really enjoyed to tunes and I very much agree that work is very spooky.

Just a heads up that I did end up soft locking myself by accidently placing the sunglasses man over a grate I was unable to access yet.


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I have also been felled by eating too much candy before, so I can relate.

What I'm super curious about personally is if anyone has found the secret BAD ENDING yet...

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We appreciate it. No plans to sell a physical cartridge, but one of our designers did create this cute mock-up of what it might look like. 

Feel free to create your own if you happen to own a cartridge flasher. The GBC ROM is available for free download on the page!

The mini games may seem cute and fun now, but the sliding one cost me a few hours of sleep as I battled to fix a bug that let you unintentionally do super sick drifts. Sinister.

Thank you! Writing the dialogue was a lot of fun for me because the first step was getting the whole team together to share fun trick or treating anecdotes from our childhood.

We've all been friends for years but it was never really a topic we discussed before, which led to some good laughs.

The 3D effect was definitely the main thing that had me oooing and ahhhing, so I'll definitely keep an eye out for any devlogs.

I think overall the fluidity of the monster movement and attacks was impressive as well. Same with the cursor movement and the little slight delay of the hand and gun to follow that gave it a nice weight.

The main character looks about as anxious as I am on a day to day basis, so we bonded.

The music definitely makes the atmosphere tense. However Jack should consider accepting the milk for building strong bones.

You definitely have a recognizable art style when it comes to GB games. Even just from the screenshot I remembered having played some of your previous titles. The bosses and title screens are definitely standouts here.

My  biggest frustration early was with the bat enemy, they were just too high up for my projectile to hit them and would sometimes double injure me upon collision due to the short invincibility window.

This was a ton of fun!

Crazy impressive that you managed this all inside GB Studio. Would definitely be interested to read more about how you set up some of these visual effects and systems.

Not even eight or nine traffic collisions can stop them from a bag full of sweets.

That's a pretty solid score for a first run through! We definitely spent a while discussing how we could make the town feel lively and tried to pull from our own trick or treating experiences growing up. Please note that none of us were abducted by aliens thankfully.

Appreciate it! Since adventure/rpgs games have a lot of assets required (especially for environments) we wanted to keep things simple to make sure we got done it time. I think leaning into the 1-bit-ish aesthetic throughout the game made that possible while still looking cohesive.

Thanks! We had actually tried a few different pallets to see what was most decipherable visually and luckily the high contrast Halloween pallet was also very accessible in that regard.

Horse costume kids is my favorite character. A truly tragic figure.

The illustration work is really good here! I do agree that having a little bit of a glint or animation on some of the interactable items would help, but overall I had fun.

Love the color scheme you chose, overall the visual give a really cool atmosphere.

One piece of feedback is it seemed a lot of the enemies didn't want to approach until I got very close, which made them easy to pick off from distance. Perhaps just increasing their threat range would lead to a bit more tension prior to the boss fight.

All around superb, love the character design and the little alien friends. On top of that, it felt like something that could actually be achieved on actual Game Boy hardware as well!

I'm curious, what engine you used to build it?

Impressive how you fit such an extremely powerful vibe into such a tiny little bird.

Glad I got to learn about many new kinds of knives.

This made me miss my actual Triple Triad deck.