I was gonna comment about how fun and unique this game is and I'll still stand by that but also I was absolutely blindsided in the best way possible by those logs before the boss-
Thank you so much. I have had so many nice things said about the game (and a few bad things lol) that I am thinking I will continue working on it. I have more to say about the that which IT represents and some more ideas have recently come to me. Maybe a kickstarter is in order.
That sounds awesome. I was wondering, has anyone given feedback on the screen freeze that happens when you double-jump? I think the screen freeze on double jump can make it feel a little too choppy, especially when combined with the screen freeze on hitting an enemy. Have you experimented with adjusting the timing?
Hard mode is certainly hard mode, yes. Jams dont afford much time to reiterate based on player feedback, but I thank you for your feedback now. If I make a full release, I will gather more playtester info and reassess how forgiving the checkpoints should be in Hard Mode. While I want it to challenging, I dont want the experience to be overly frustrating.
Which part are you struggling with in particular, out of interest?
i can't figure out how to get past this bit in the picture. the enemy seems unkillable. thank you for the reply.
about the save point, you do need to get past two empty rooms where it's impossible to die to get back to any point where you might have died, which i find pointless but you must have done it on purpose, so please forget about my complaint. rather, i'd like to know how to get past this room.
edit: apparently the hanging men are stopping my shit from hitting the creature. if i grab on the stalactite and shit on it from there it does die but then can't make it back to the ground to recharge my shit and make the full jump.
in case i'm the only one who's played on hard, these are three things i found too frustrating:
1) I don't know how i hit this guy, though eventually i did. it's just before a save point and there's quite a way to go if you die to it which has been very often for me.
2) This part is especially difficult because you must shit on the enemy on flight to recharge the double jump, which you'll need to get past the spikes (in the picture the enemy has respawned because i went back from the checkpoint).
You only have one try to hit him, a long way from the last checkpoint and little time to prepare before the mouth enemy spits in your direction. i found this too much even for a guy who obsesses even a single game for days, but maybe i must accept i'm not as good at games as i used to.
brilliant game anyway. for anyone who liked it, i recommend scimitri's games on gamejolt, especially "bullet bubby" and "the cardinal crusade". they're hard and have a similar atmosphere.
Correct. The DMG and pocket experience severe frame rate drops at times. The game requires the power of the GBC to run at 60 fps so I have purposefully created this DMG and Pocket lockout screen to prevent a choppy experience.
I have had no trouble playing the .pocket file or GBC file on my own Analogue Pocket. Im not sure why yours would be any different. Hit me up on discord, Mastodon or instagram and we can troubleshoot if you want. My username is GumpyFunction in all instances.
Just noticed a detail in the Game Rules section on SR.com. The web browser you play here on itch is the ROM wrapped in the BinjGB emulator. Its more or less accurate to real hardware/BGB/SameBoy so there should be no practical difference between running on real hardware, most emulators and in browser on itch. Another game I was involved in was Grimace's Birthday for the GBC which has a healthy speedrunning community. They allow the web emulator and most other emulators. The only one banned is mGBA, so hopefully that will help make it a little more clear as to what is accurate enough for speedrunning purposes.
I wrote that ruling just to make my life easier. Currently, I'm the only person that actually submits runs and I do it through the itch launcher as a standalone program. I didn't even know that the web browser uses an emulator. Obviously a web browsers submitted game would be verifiable, but I doubt people would read "play it through itch" and jump to the conclusion, that the web browser version would be denied.
but again, currently, this is all theoretical. In the end, I wanted a simple to understand ruleset and wait for other runners to share their perspective. It's all up to change if/when others submit their runs
on a side note, 1.4 helped me achieve a massive 9:43. Not in-game time, Real Time!!!
I watched your run. That final boss fight was so cool to watch. such a good run.
I reckon I'll double check whether phase 1 is bugged out and not letting you chain shot the boss. Seems like the chain shot isnt working in that scene when it should. If you want to discuss any other items that would improve the speedrun experience, then let me know.
I can attack phase 1 with the chain shot. But as far as I can tell, every boss has a brief moment of invulnerability. It just so happens that phase 1 moves so quickly that it's just barely possible to even reach to hit a second time. Most of the time, that's too short for the invulnerability to be gone. But it's tight either way.
Honestly, I'm not sure if that needs fixing. Of course it would be nice for everything to be perfectly executable with 0 RNG, but currently only I seem to run it in any serious capacity. So it doesn't really matter in the end if I can two cycle phase 1 if the RNG can swing for 4 attacks each cycle (as compared to the WR phase 1 which I think only had 2 attacks total over 4 cycles?). I'd rather see how the speedrun develops in the near future instead of rushing to fix things that may just need to be understood correctly.
Thank you so much for engaging with the speedrun side and offering your help! It already means a lot that you even watch the speedruns at all :3
And I'll take you up on that offer once I actually get consistent (and maybe more people submit runs) ^^
My pleasure. I speedrun myself and care a lot about the speedrunning community. Im available on Discord if you think of anything. I've decided to continue working on this project and create a second part to the story and will want to add speedrun optimisations into that section of the game too.
I double checked the final Boss code and the chain shot regeneration code is working fine. But yeah, it's just very precise to time the next chain shot to hit right after he loses his i-frames while he is moving so fast.
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I was gonna comment about how fun and unique this game is and I'll still stand by that but also I was absolutely blindsided in the best way possible by those logs before the boss-
Did someone make an entire game to hate on Musk?
that was a fun adventure
Really enjoyable, maybe I'll try time trial mode one day.
Thank you so much. I have had so many nice things said about the game (and a few bad things lol) that I am thinking I will continue working on it. I have more to say about the that which IT represents and some more ideas have recently come to me. Maybe a kickstarter is in order.
That sounds awesome. I was wondering, has anyone given feedback on the screen freeze that happens when you double-jump? I think the screen freeze on double jump can make it feel a little too choppy, especially when combined with the screen freeze on hitting an enemy. Have you experimented with adjusting the timing?
No one has mentioned that yet. Thanks for the feedback.
I like the screen freeze on double jump. It makes it a lot easier to see if hit landed and didn't break the flow for me :)
great art <3
Great
Amazing! Wonder what it would've look like on ps1.
This is so good
finished it on hard albeit very poorly
these save points on hard mode are hell
Hard mode is certainly hard mode, yes. Jams dont afford much time to reiterate based on player feedback, but I thank you for your feedback now. If I make a full release, I will gather more playtester info and reassess how forgiving the checkpoints should be in Hard Mode. While I want it to challenging, I dont want the experience to be overly frustrating.
Which part are you struggling with in particular, out of interest?
Thanks again.
i can't figure out how to get past this bit in the picture. the enemy seems unkillable. thank you for the reply.about the save point, you do need to get past two empty rooms where it's impossible to die to get back to any point where you might have died, which i find pointless but you must have done it on purpose, so please forget about my complaint. rather, i'd like to know how to get past this room.edit: apparently the hanging men are stopping my shit from hitting the creature. if i grab on the stalactite and shit on it from there it does die but then can't make it back to the ground to recharge my shit and make the full jump.
i did it though i don't know how
in case i'm the only one who's played on hard, these are three things i found too frustrating:
1) I don't know how i hit this guy, though eventually i did. it's just before a save point and there's quite a way to go if you die to it which has been very often for me.

2) This part is especially difficult because you must shit on the enemy on flight to recharge the double jump, which you'll need to get past the spikes (in the picture the enemy has respawned because i went back from the checkpoint).
You only have one try to hit him, a long way from the last checkpoint and little time to prepare before the mouth enemy spits in your direction. i found this too much even for a guy who obsesses even a single game for days, but maybe i must accept i'm not as good at games as i used to.
brilliant game anyway. for anyone who liked it, i recommend scimitri's games on gamejolt, especially "bullet bubby" and "the cardinal crusade". they're hard and have a similar atmosphere.
Nice and polished, Tom! Can I ask what development tools/languages were used to create it?
Thank you very much, I used GB Studio to make it.
Standard out of the box GB studio? No additional customizations at all?
I used GB Studio 3.1 with the following plugins:
- Platformer Plus by Hauntology
- Advanced Dialogue and Player fields plugins by Pautomas
- Swap Tiles plugin by Fredrik
Ah, very nice. Thank you for the information! I’ll look into those. Cheers.
What a blast this game was… great work.
I managed to beat the game with touch controls!
Thank you!! Well done, and with touch controls no less.
muzkrat is the besttttttttt
nice
I think this would be ace to play on iOS!
Hey, cheers. I think you could download the ROM and use a GBC emulator on more or less any device ;)
Fun platformer hitting all the rigth GB notes. Also might be one of the most accurate presentations of -that- character ever.
Cheers!! So glad to hear you enjoyed.
Super fun game, beautiful!
Thank you very much ❤️
Game not working on GB Pocket!
Correct. The DMG and pocket experience severe frame rate drops at times. The game requires the power of the GBC to run at 60 fps so I have purposefully created this DMG and Pocket lockout screen to prevent a choppy experience.
A lotta fun! I ended up getting all 25 eggs on my first playthrough, which is nice, but I couldn't figure out how to input the code thingy. Oh well!
The code can be inputted on the "Gumpy Function" logo screen.
THANK YOUU
Crashes immediately on my analogue pocket. Both the GBC file as the pocket file. I’ll play it in browser later.
I have had no trouble playing the .pocket file or GBC file on my own Analogue Pocket. Im not sure why yours would be any different. Hit me up on discord, Mastodon or instagram and we can troubleshoot if you want. My username is GumpyFunction in all instances.
Really cool game! Got addicted to it, so now I opened a page on speedrun.com with a run clocking in at 11:03 real time, 7:29 in-game!
Hell yeah! Thanks for going to the trouble. I've added a link to the speedrun.com page in the description.
Just noticed a detail in the Game Rules section on SR.com. The web browser you play here on itch is the ROM wrapped in the BinjGB emulator. Its more or less accurate to real hardware/BGB/SameBoy so there should be no practical difference between running on real hardware, most emulators and in browser on itch.
Another game I was involved in was Grimace's Birthday for the GBC which has a healthy speedrunning community. They allow the web emulator and most other emulators. The only one banned is mGBA, so hopefully that will help make it a little more clear as to what is accurate enough for speedrunning purposes.
I wrote that ruling just to make my life easier. Currently, I'm the only person that actually submits runs and I do it through the itch launcher as a standalone program. I didn't even know that the web browser uses an emulator. Obviously a web browsers submitted game would be verifiable, but I doubt people would read "play it through itch" and jump to the conclusion, that the web browser version would be denied.
but again, currently, this is all theoretical. In the end, I wanted a simple to understand ruleset and wait for other runners to share their perspective. It's all up to change if/when others submit their runs
on a side note, 1.4 helped me achieve a massive 9:43. Not in-game time, Real Time!!!
I watched your run. That final boss fight was so cool to watch. such a good run.
I reckon I'll double check whether phase 1 is bugged out and not letting you chain shot the boss. Seems like the chain shot isnt working in that scene when it should. If you want to discuss any other items that would improve the speedrun experience, then let me know.
I can attack phase 1 with the chain shot. But as far as I can tell, every boss has a brief moment of invulnerability. It just so happens that phase 1 moves so quickly that it's just barely possible to even reach to hit a second time. Most of the time, that's too short for the invulnerability to be gone. But it's tight either way.
Honestly, I'm not sure if that needs fixing. Of course it would be nice for everything to be perfectly executable with 0 RNG, but currently only I seem to run it in any serious capacity. So it doesn't really matter in the end if I can two cycle phase 1 if the RNG can swing for 4 attacks each cycle (as compared to the WR phase 1 which I think only had 2 attacks total over 4 cycles?). I'd rather see how the speedrun develops in the near future instead of rushing to fix things that may just need to be understood correctly.
Thank you so much for engaging with the speedrun side and offering your help! It already means a lot that you even watch the speedruns at all :3
And I'll take you up on that offer once I actually get consistent (and maybe more people submit runs) ^^
My pleasure. I speedrun myself and care a lot about the speedrunning community. Im available on Discord if you think of anything. I've decided to continue working on this project and create a second part to the story and will want to add speedrun optimisations into that section of the game too.
I double checked the final Boss code and the chain shot regeneration code is working fine. But yeah, it's just very precise to time the next chain shot to hit right after he loses his i-frames while he is moving so fast.
Very impressive game. Really funny game.
Thanks for sharing your video!