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Lovely game. Love the mechanics. The demo was a lot of fun. Good luck with the development.

thank you so much :)
It's already released physically a while ago: https://modretro.com/products/self-simulated
And will be released digitally here in 2027

this was sooooo peeeek

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is this good? :D I'm not sure haha. If so, thank you so much <3

Left shift makes you like glitched out and then immune to glitches, i think the dev forgot the remove it 

That's on purpose :D 
that's the shortcut for the anti-glitch mode, one of four settings to ease the difficulty of the game, so everyone can enjoy it at their own pace.
You can either press Select (or Shift in the web hosted version), or go into the menu and select "anti-glitch mode"

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Ah thanks for the clarification, keep up the good work.

will do! Thank you sir :)

controls are a bit too frustrating for me. eventually gave up.

oh no, why is that? You can tweak the difficulty in the menu to make the experience a bit less frustrating by the way :) Maybe that helps?

Let me know what frustrated you

The jump and dash, duck and drop down, jump up a sticky wall. It was just too inconsistent.

I liked the progressive movement capabilities and the atmosphere. And to be fair the controls are responsive. But the outcome is totally random when you have to jump left/right and immediately dash. Also when you need to duck under and then jump it is a bit fiddley until you get the right position but I was ok with that.

Didn't realize that there was a menu with options. I can see the effort you put in the game.

Thank you for your insights :) Did you, by any chance, play the demo with a wireless keyboard or something?
I interpret what you said to be the inputs that are lagging behind a bit, and I know certain wireless keyboard connections introduce an unplayable amount of lag for whatever reason (keep in mind, it's a native Game Boy Color game and best played on a device that can play GBC games).
The controls should feel absolute immediate and 100% controllable, as I designed them to be very snappy and precise. 

In any way, I'm sorry you had a subpar with the demo of my game! But thank you so much for taking your time to play the demo and also report what issues you had with it. Highly appreciated! 

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Fun game good music had a great 8 minutes of something new

oh thank you so much :) 

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Such a fun game to play! Love the music, fits well with the pixel art style (⁠。⁠•̀⁠ᴗ⁠-⁠)⁠✧

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thank ya!

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Great demo! Can't wait for the digital release! Will the digital release be available as a gbc rom as well or is is only on steam?

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Thank you so much <3
Digital release (2027) will be available here as a gbc rom :) and on Steam (and maybe some more platforms, we'll see what I can do)

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The first game that I played all the way through on my Chromatic and I absolutely loved it! Great work. Now I am going to work on that speedrun event to try to win a copy for my kid. :)

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oh wow! That's awesome <3
Best of luck with the speedrun event!!!

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just played through the demo and loved it. Can’t wait to play through the whole thing. 

awesome to hear! :) Much appreciated <3

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Wow, just played through the demo, that's an amazing game, incredibly addictive!! Can't wait to see more, will definitely buy the digital version when released!!

awesome <3 thank you :)

Amazing demo - the grpahics and controls are first class. The music is brilliant! Played with headphones in, and the stereo SFX and music tracks are gorgeous!! Seriously addictive platforming. Can't wait for the full release!

Two bugs: 

You can hear the laser units fire off screen, but there's no laser projectiles till it's on screen. Is that by design?

One of the last rooms where you have to open the door with a swith on the top left - the camera panned left to give me more space when jumping left to go to the switch, but I fell to the lower level, but the camera remained 'left aligned' so moving right to get back to the top platforms, the camera gave you little space on right to see. (Hope that one makes sense??!)

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thank you so much! Lovely to hear that :)
Regarding the firing laser, yea that's "by design" in the sense, that in this one level the user should hear that something is going on and be prepared. The script is going through the fire circle, but GBS (or GB in general) doesn't let the projectile fly offscreen to onscreen.
So I went with it. In later levels the laser unit only fires when it's on sight.

The other bug was already fixed in the final version, but thank you for bringing it up again :) 

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Cannot wait for the full game - it's been a delight to play the demo!

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The controls feel soo good! I'm curious, did you use the actual sprite from "Fall from Space" by Joel J Games? It popped up briefly, so I guess you're referencing his game

Edit: I played the version a few minutes right before you updated to v5 xD Now you're stating the reference and made some nice additions / changes. The shortcut achievment is really rewarding :)

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hey :) lovely to hear that! Really glad you like it :)

And yes, that's the exact sprite from Fall from Space. Joel and I are contributing cameos to each other, so watch out once FFS is out for a Self Simulated robot :D 

Nice! I'm really excited :D

I just got an email that you will release your game via modretro! Congratulations!  I'm so excited!

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thank you so much! <3 yes it's out now :) 
https://modretro.com/products/self-simulated

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Fantastic huge character, but it didn't feel claustrophobic. Great work!

thank you so much <3 

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So well made! Playing this game was pure joy

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oh wow thank you so much for the kind words 🙏

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Great demo! Playing on GBA and it's super slick! Very tight controls. Must have died a hundred times, but got to the end wanting more!

awesome to hear! Super glad about your feedback <3 thanks a lot!

Cute. Interesting.

I be intrigued.

Very slippery on laptop though XD I doubt it'll be different on anything else considering it'll all be using emulators.

can you give me more informations on what OS and Browser? I assume you used the built-in keyboard on the laptop?

Firefox, Windows 10, and yep I did.
I didn't know you could program characters to slide when you'd stopped pressing the button but I assume that's Platformer for you, I haven't tried making a game with that yet.

just diggin into the problem: so you ran into one direction, let go of the keyboard, and the character slided further and didn't almost instantly stopped?
Or did you do a dash-attack ?

Or let me ask it in another way: When you run around, for example to the right side and then switch to run into the opposite site (to the left). Does it feel almost instant or is there a noticeable lag between you pressing the Left key (or A) and the player character going left?

He turns quickly, that's fine, he just takes a couple of extra steps before stopping when normally running. Just a fraction of a second, we can work with that.
The dash attack make a couple of extra steps so it's longer to slow down but that's momentum for you really, isn't it? Sends you off platforms too easily.

aahhh ok, then it sounds like everything runs nominal, good! :) 

yeah, the dash attack gives you quite some momentum. Though, you can cancel the momentum by just walking into the opposite side

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looks good I'm going to play it when I get home today

awesome! Let me know what you're thinking

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hey bro remember me? i did the tileset for you n_n and a picture

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I know. You'll be in the credits of the game. To be fair though, the stuff you made was hugely edited by now, so there is not that much left of what you did :D 
But still, I got you on my credits list as pixel artist :) 

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i wasnt going for that, just that i found you XD but thanks, and yeah dont worry about that, i'm glad it helped you n_n

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you certainly did! Thanks again :) was a pleasure to work with you!