Controls:

A and D (or Left / Right Arrows ) - Walk

K (or Z) - Jump

J (or X) - Shoot

W (or Up Arrow) - Interact

Enter - Pause



Note: Dotty Game is still in its early phases. Expect a lot of things you see in-game to change in the future.

**If there is sound delay, refresh the page until it is fixed**

StatusIn development
PlatformsHTML5
Rating
Rated 4.8 out of 5 stars
(10 total ratings)
AuthorWootInABoot
GenreAction
TagsGame Boy, Pixel Art

Comments

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The Box loved this content

Oh hey, nice demo Callie ! The controls were a bit jittery for me at first but after some time I could control the character pretty good.

Love the pixelart and the music, and the level design is pretty cool too. I love how you in put so many secrets in the game, with like 2 whole secret boss fights lmfao.

I really enjoyed the platforming the IWBTG spikes secret part, it was very fun, and the boss there was really cool too and challenging as well.

The hitboxes of the characters were a bit off tho, sometimes you'd get hit when no collisions were happening, especially on the IWBTG spikes part.

Other than this, really cool game ! 

This demo is very promising. It manages to learn from the best lessons the Megaman X’s series has to offer, especially in term of mobility with the wall jumps and glides.

I wish there could be a visible enemy bar for more info during fights, as well more weapons and offensive abilities.

I liked the secret arena and the unlockables (despite getting almost an heart attack after unlocking the title screen out of a possible jumpscare).

Keep it up and can’t wait for this game to be compleated.

(+1)

This is a fun demo! I struggled a bit with one of the bosses cause I enabled death mode but it felt satisfying to finally get their moves down.  Also Dracelia is super cute!

Nextl is my life sourceImage

bino my beloved

Thanks for sharing. I admire the joyfulness and color palette of your demo and appreciate how you apply modern moves (float, wall jump, etc.) to a GBC platformer. I experienced some glitches with the controls using my keyboard (it would jump instead of shoot, and vice versa). Of course, it may run differently on a GBC, Mister, or Pocket. Look forward to that rom release.

I thoght this was pretty alright until the secret boss fight. laughed more than I should, great game, the one I enjoyed the most from this year SAGE (I didnt tried a lot of games.)

(+1)

Just finished thw whole demo (might've found a few secrest too(2 secret boss fights))

Gameplay is pretty nice, movement is unique (glide mechanic + wall slide & wall jump), enemies and bosses telegraph their attacks well, so it's a fair fight!

However, i did experience some weirdness while playing, most impacting:

  • Wall jumps have a very tiny window of being effective i think, which sometimes leads you to just falling off and gliding down instead of jumping off the wall and gliding, this might be a feature though, and i'm not sure, since you can bypass this by walljumping and then gliding normally
  • Probably a GB Studio thing, but some combination of keys loses the focus from the game, and insetad you start controlling your browser... i think you can trigger it by holding attack, jump and some movement key, this happened a lot during cutsecenes for some reason

Other than these, everything seems to function perfectly!

It was also really fun to find the secrets (need more Dracelia encounters though.)


Overall i really liked it, hope i'll get to play the full thing soon!

(1 edit)

Yeah, unfortunately GB Studio has a lot of quirks that I can’t fix, but I’ll see what I can do. Thank you for your feedback!

this game felt quite joyful :)
good luck on development!

very good demo, but, i found an bug, if you are on the boss fight and get really close on the wall, the boss would clip through the wall, not really an issue, but at least is funny

Really fantastic demo! Enemies were fun to deal with. Telegraphs were well designed. Boss fights were fast paced and exciting. I really enjoyed it. 

In one of the horizontal scrolling levels, I bonked my head on the top of the view screen which killed my vertical momentum and felt jank. If you make the scene a bit taller and lock the camera to player with horizontal only movement, you can allow the player to jump a bit higher than the view rather than bonk. It feels nicer.

Congrats on a great demo, again.