Gameboy - Parasol Islands
Control keys:
X or Ctrl: Jump
Z: Capture / Shoot
You can contact me here: https://www.facebook.com/Creadrive-103730491546048
Status | Released |
Platforms | HTML5 |
Author | format_c |
Genre | Platformer |
Made with | GB Studio |
Tags | Game Boy, Game Boy ROM, gb-studio, rainbow-islands |
Average session | A few minutes |
Download
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game.gb 1 MB
Development log
- Small updateJun 23, 2021
- New version released - bug correctionJun 14, 2021
- GAME RELEASEDJun 03, 2021
- UpdateMay 02, 2021
- Dev Update & New Demo available !Apr 01, 2021
- New demo availableMar 21, 2021
- Dev UpdateMar 19, 2021
- World 1 completed - demo availableMar 08, 2021
Comments
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3 out of 5 stars
Great work ! Congratulations !
Good morning!
I found your game today, and it looks like a lot of fun! Did it get a physical release? I’d love to play it and add it to my library :)
Sincerely,
Jon M
I think he can't do it because the graphics and copyright for "Parasol Stars" and "Rainbow Islands" belongs to Ocean.
Nice game, lovely sound and graphics, but I find it difficult. Not got past the first few baddies.
Great job! The capture and shoot mechanic is a good idea. If I can offer some constructive criticism, please;
- It took me a little while to understand that I needed to capture an enemy in order to shoot a projectile. This isnt explained in an intuitive way.
Possible Fix: an option in the start menu can take you to a tutorial scene. Or you can have a scene that acts as a tutorial before the first stage when you start a new game. Or you could simply display dialogue that literally tells you how the mechanic works when you start the first stage.
- there are some bonus areas in the stages which I thought was cool. Only issue I have is they are inconsistent and I had no idea they were there until I watched the trailer. For example, midway up stage 1 you can go through a black door to the right of the scene but it looks exactly the same as the bottom black door at the bottom - which doesnt do anything. So its confusing to me.
Possible Fix: put in an arrow sign graphic in the background to direct the player into that first door. Then the player knows hidden areas are there. After that you may not need to put arrow signs anywhere because the player will start looking for them on their own.
- Finally, getting hit once and having to restart the entire stage is pretty frustrating because the punishment of having to redo the stage more than a couple of times becomes painful and not fun. You dont want the player to stop having fun.
Possible Fix: you could give the player some Health Points. Even just an extra hit would be fine. You could telegraph the hitpoints by changing the Player Sprite for example; If player has 2 HP then their hair is black, If 1HP then their hair is white. Something like that anyway.
Oh, and when you start a new game there is a typo: it says 'Capture and Kill all ENNEMIES'.
Keep at it! The game is really getting polished.
Thanks a lot for your great feedback ! I really appreciate all the feedback that you and other players have also given and i'm working on some little improvements.
Lots of people seem to be confused by the parasol launch mecanic, which is explained in the game manual but not on screen. I'm implementing some dialog box to explain it the first time you perform these actions.
I'm also correcting the extra N on the Typo
Regarding the other 2 points, these were actually done on purpose.
- Bonus areas: These have been imagined as hiden rooms which the player must find. This gives a little challenge as you need to explore the levels. Also, you only have one chance to complete them. If you do and then die, the room will be locked.
- Mid Stage check points or extra life point: I wanted the game to be a die and retry as the levels aren't huge, excepted for the Monster World which is mostlikely the most challenging one. My 10 year old son get to the 3td round without too many frustration, come on guies ! :) Also, the game is auto-saved each time you move to a new Round (after each boss).
I will upload the changes today :)
YES! Official ROM release is finally here - loving it! Thanks for this!
Thanks for your feedbacks mates, i'll work on the V1.1 keeping them in mind.
As it related to the parasol load status, i've hit a wall where i had to choose between less enemies frames or the load status. I didn't found any ressource free way to make it happen for now :(
* It's compatible GBC, it's nice…
* …but you should change the green background in the menus for a blue one.
* If you never played Parasol Stars, you don't know that you can fire things you captured as nothing is explained on screen.
* I pestered a lot against the use of this umbrella. Press the button for the umbrella. It deploys. Then folds immediately. Enemy is still moving. Screen shakes. Also, controls seem stiff with a GameCube controller.
Enjoyed the game and the firing physics feel great, also cool how the collectables move to you after killing an enemy.
Would it be possible to have an indicator that you have an enemy in your parasol? Otherwise you just have to remember you have one. Also continue points would make it less harsh than going back to the beginning after one hit.
I like this game but I don't like how you have to start completely over when you get hit once. It makes it frustrating to me
ça a de la gueule <3
KEEP THE GOOD JOB GOING!
los controles son un poco incomodos
pretty good game but the ending is disappointing
It s just a proof of concept so far.
i m going to continue the developpement with many levels, different bosses and ennemies ;)
oh so I didn't die at the end