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.
birdup
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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.
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.
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.
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.
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.
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.
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.