https://gbstudiocentral.com/tips/getting-your-gb-studio-games-on-real-hardware/ Personally I have a GBxCart flasher with an InsideGadgets cartridge.
shin
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Quite fun, presentation is great. I like the boss designs and patterns in particular. I would have liked it if the player moved a lot faster since the screen is big and bullet speed is quite high. I also did not like the oxygen system, waiting is almost never fun. I think the game would be more fun if it was removed entirely. Maybe ingots could affect bullet damage or speed, but not being able to shoot at all doesn't feel good.
Really great game! Full marks for presentation, music and visuals are both amazing. I enjoyed the gameplay, but it definitely has that prototype feel to it right now. I never actually felt threatened by bullets, since you could deal with all of them in exactly the same way regardless of pattern- step away, step back. I feel like if there were more bullets or hazards in general I might actually have to consider my moves. Environmental hazards in particular could make things more interesting, like turn based lasers or spikes. I hope you do keep working on the concept because I had fun playing and think it really has potential to flesh out!
Wow, really really impressive. I managed to clear it on my fourth try with a score of 7844880. Really really great level design and patterns. I feel like the popcorn forced me to stream a little too much, but then I realised I could just avoid summoning reinforcements so often... so definitely a nice risk/reward mechanic there. I also liked the blade forcing you to point blank enemies, and it seems like you deliberately made it relatively safe to do so. I actually have no criticism to give, sorry... This could totally be spun into a larger game.
This is what jams are all about, crazy ideas. The bullet hell was fun on its own, good level design and patterns even with some slightly evil hitboxes. I like the weapon variety too. I managed to beat both stages but the stock market kinda janked out on me and stopped working. Still highly rated because I had fun!
I beat both the regular mode and the boss rush. Fun and very well presented. The art is especially cool. I give it high marks in everything, but then we come to level design... 75% or more of the screen is completely blocked off by some hazard at all times, and I don't mean bullets. Whether it is is a building blocking shots, a line of enemies that you didn't speedkill, or the chance of an enemy appearing from the sides or back (big design no-no), you end up limited to a very small part of the screen. For that reason the bosses are the most fun and fair part. Definitely a strong foundation that some better levels could be built on.
Thanks for playing. I don't want to sound too defensive, but it sounds like you might not be familiar with bullet hell games. Only the circle at the center of the ship can be hit by bullets. This is explained in the tutorial and general convention for shmups. Also, I kept the bullet count relatively low, unless you completely fail to kill enemies. Hitting enemies with all 3 shots kills them twice as fast as just using the main shot, so getting close to enemies is a good idea. These are some shmup fundamentals, which I kind of expected the player to be aware of, maybe my mistake. Take a look at some bullet hell games by Cave to see what inspired this game.
Fun! The music and sound effects are outstanding. The tether mechanic is interesting and well made. The levels are a little cramped and it's often difficult to get the tether in the almost pixel perfect position it needs to be in. I'd like to see similar mechanics in more open levels, but it's a great jam game! Nice work.
Nice gameplay, the hook mechanic is great and I love the variety of ways you get to use it. Especially like the offscreen puzzles, maybe the game would benefit from a bigger screen so you could make more complex puzzles like those. My only real criticism is that I would like the collisions to be clearer, it was hard to tell which parts of objects are solid.
Congratulations on making such a great game and getting my first perfect score! Top tier everything, and a totally unique interpretation of the theme on top of that! As a Game Boy homebrew dev I think 90% of this game could actually work on a Game Boy Color. Has your team ever considered working with the real hardware?