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I guess the only other thing I'm curious about Is the method you use to color your scenes. As we know, GB-Studio only allow four colors to be used for each scene, but you seem to use a few more. Am I wrong In thinking you color It In another program before using GB-Studio's built In coloring tool to add more colors. Maybe for shading?

You've done such an amazing job with the art & gameplay! I can't wait to see the finished game.

If you turn on color mode, you can actually have a total of 8 four-color palettes that you can then assign on a tile by tile basis. My source images are always the standard 4 shades of green, then I apply the colors manually in GB Studio. There's also an "autocolor" mode, but I've never tried it, so I can't say how well that works. I prefer more control over the palettes since I make use of a lot of palette swapping for various effects.

Thanks again! Good luck with your own efforts!

Thanks, good luck to you as well!

Awesome game! I would love to know how you managed to incorporate talking & gameplay simultaneously. Also how you managed to get the sprites so big In the cutscenes without causing any glitches (where you using the background maybe?). Could you release a basic GB-studio source project of this game for study?

Thank you so much! The running dialogue during gameplay took quite a few tries to get to work properly (something I hope to  elaborate on in a Dev Log eventually), but basically it makes use of "Unlock Script" and "Draw Text" to write the text directly to the background, that I then reset the background to its initial appearance.

The "sprites" for the cutscenes are in fact background tiles as you guessed. The only things that are sprites are the eyes and mouths. (And Rab-bit on the occasion he floats in.) The fade to black is accomplished by changing the palettes, which also hides me swapping in the tiles of different characters.

I feel like too much of the project is in flux to share the source, but if you have any other questions, feel free to write!

Nyaa~!! Amazing! The fact that dialogue conversations and side-scrolling shooting exist simultaneously on a Game Boy engine is incredible!

The characters were so fluffy, cool, and cute—it was really fun! ฅ^•ﻌ•^ฅ♡

Thanks so much for playing my game and sharing your kind words! 

It was quite a challenge to get the simultaneous talking and gameplay working right. I'm glad you noticed!

Also, it's very neat how you offer a live translation of your stream. I appreciate being able to understand everything despite it being in Japanese!

Your presentation and art is so fantastic! This is such a great game!

Thank you so much! I had a lot of fun with yours, too! The graphics look so impressively cartoonish with the thick borders and large sprites. I insist on playing RETRO mode, so I haven't made it through it yet in its entirety, but I will!

Loved this. The gameplay was very clean. Every time I took a hit I could recognize what I did wrong and how I could improve on the next try. Levels were the perfect length so they weren’t frustrating to rerun and checkpoints before bosses were nice. Enemies all had their own learnable patterns and were, most importantly, fun to shoot at. Also, the art is fantastic! And the dialogue was just the perfect amount of camp as to be fun, but not be overly cheesy. I’m usually not a massive fan of smups but this was just a joy to play. If a full release is as enjoyable as the demo I’d be more than happy to download or even purchase a full release

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Thank you for taking the time to write such a thorough comment. It's nice to hear all the things I tried to do with the game were successful. (For one player at least!) I plan to make a full game out of it eventually, so I hope you'll find it worth the wait!

Made a video

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Thanks for playing the game!

Had a lot of fun trying this out last night. My only complaint is the lack of a pause button. Maybe I am just too easily distracted... haha

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Glad you had fun! Pause button is a planned feature, promise. I just focused on other things for the jam.

The pixel art in this demo is incredible, and the difficulty was perfectly tuned. Absolutely loved it!

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Thank you so much! I'm glad the difficulty hit the sweet spot for you. I played each level so many times while making them, it's not always easy to judge what's hard enough, so it's good to hear!

very amazing art, and the gameplay holds up. 

Thanks! I liked the gameplay ideas in yours too! Controlling two characters together with unique abilities is fun.

I remember your submission for the cut scene jam was amazing! It's cool to the game play that goes with that awesome scene! Also your art is top tier and theese new characters are rly cute!! :D 

Thank you! I remember yours too! I was really glad to see more of your adorable artwork put into an actual game. I loved seeing all the unique travelers showing up for their train tickets!

ty and it means a lot to hear that :D 

It is a call back to the classic Gradius gameboy games with a lovely anime twist, and a gorgeous sense comedy. My desire to play a full release is MAXIMUM!!!!

Thank you! The Game Boy Gradius games were definitely an inspiration. (Or Nemesis like the first one was called for whatever reason.) I hope to deliver more gameplay, anime twists, and comedy to fulfill this MAXIMUM desire!

really nice! love it! hope I can give it try on real hardware next week.

Thank you so much! I really enjoyed the atmosphere of your entry. I like how it cultivates a sense of unease as you wander the house.