The game froze for me after level 8. Amazing job with making this feel like a real game boy game. The screen transitions (on winning and on losing a life) are such a nice little touch. The gameplay is more nuanced than it looks on first glance. Finding the optimal order to fill out the squares while adapting to the enemy movements and pathing optimally isn't as easy as it looks. The obsticles were a bit awkward to move around in some levels (especially the one with a small square bottom right, I think it was level 3 or 4). Great game anyway
Thank you very much for this positive post. There must have been a problem then because I tested it now and the game doesn't stop. I'm sorry you'll have to start over to get to the end. :)
I just realized you seem the be a contributor to both this and the Commando game? How is this possible? are they ports, or is at least one of them a port of a game you (and your team) made previously?
Fillo is a self-developed game, and Commando is a rewritten version of an existing Commodore version. It's just a mix of versions C64 and C16. Since both are retro, I thought I would inject both. :)
Made it to Level 9; will need to go for higher score after trying out the other entries. Good controls, nice sound design and music (not too loud or grating also helps). Love how the lives system is visualized after you lose one. Also love the visual representation of the timer you made.
Good challenge and design for the most part, though the only gripe I have is with a few tile fill outs in regards to objects blocking your path. Sometimes when trying to get within a close enough range to fill in those tiles it won't register a fill in at certain points, whereas if you move to say the north portion of the tile with the same parameters it will then fill in.
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The game froze for me after level 8. Amazing job with making this feel like a real game boy game. The screen transitions (on winning and on losing a life) are such a nice little touch. The gameplay is more nuanced than it looks on first glance. Finding the optimal order to fill out the squares while adapting to the enemy movements and pathing optimally isn't as easy as it looks. The obsticles were a bit awkward to move around in some levels (especially the one with a small square bottom right, I think it was level 3 or 4). Great game anyway
Thank you very much for this positive post. There must have been a problem then because I tested it now and the game doesn't stop. I'm sorry you'll have to start over to get to the end. :)
I just realized you seem the be a contributor to both this and the Commando game? How is this possible? are they ports, or is at least one of them a port of a game you (and your team) made previously?
Fillo is a self-developed game, and Commando is a rewritten version of an existing Commodore version. It's just a mix of versions C64 and C16. Since both are retro, I thought I would inject both. :)
Alright, understood. Keep it up regardless
Made it to Level 9; will need to go for higher score after trying out the other entries. Good controls, nice sound design and music (not too loud or grating also helps). Love how the lives system is visualized after you lose one. Also love the visual representation of the timer you made.
Good challenge and design for the most part, though the only gripe I have is with a few tile fill outs in regards to objects blocking your path. Sometimes when trying to get within a close enough range to fill in those tiles it won't register a fill in at certain points, whereas if you move to say the north portion of the tile with the same parameters it will then fill in.
Otherwise very solid and straightforward design.
It's great that you wrote about it, thank you. Level 9 is really good at first, you should reach 15 to see the end. :)