Scrambl'd by StarErik
Scrambl'd
All you gotta do is start rollin'! Traverse the tricky levels through ominous obstacles and painstaking puzzles and come home to Mama Bird in one piece.
:egg: About
Momentum is key! The egg can either halt or accelerate in mid-air to clear the obstacles. Just like Humpty Dumpty, the egg will crack if it falls from too great a height! Unless of course a warm, soft haystack breaks the fall. An uncracked egg is a happy egg!
Scrambl'd is playable on an actual Game Boy! *
*Game Boy not included.
:joystick: Controls
| Game Boy | Web Player | Action | |----------|------------|----------------| | D-pad | Arrow keys | Roll the egg | | Start | Enter | Start the game | | Select | Shift/Tab | Skip a level | | - | Space | Pause the emulation |
:scroll: Credits
- Code: Carl Lenngren
- Music: Erik Schröder
- Art & level design: Fredrik Edman
:tools: Tools
- rgbds (assembler/linker for GB & GBC)
- vscode
- Aseprite
- Tiled
- freshtracker (custom music software)
:camera: Screenshots

Changelog 2020-04-22
Most of these changes were things that we were too tired to figure out at 2:45 am, 15 minutes before the deadline. Here's a link to the original submission without bugfixes.
- Fixed a graphical bug that would only appear on real hardware.
- Fixed a bug that made the credits not properly appear on the title screen.
- Fixed a bug that prevented a fanfare from playing at the end of each level.
- Fixed a bug that prevented the egg from properly landing in the nest at the end of each level.
- Fixed a bug that caused the music to 'hitch' after dying.
- Changed the level skip button from start to select.
Ratings
| Overall | 77th | 4.181⭐ | 107🧑⚖️ |
| Fun | 73th | 4.132⭐ | 108🧑⚖️ |
| Innovation | 250th | 3.857⭐ | 107🧑⚖️ |
| Theme | 610th | 3.947⭐ | 106🧑⚖️ |
| Graphics | 295th | 4.288⭐ | 108🧑⚖️ |
| Audio | 43th | 4.292⭐ | 108🧑⚖️ |
| Humor | 536th | 3.468⭐ | 95🧑⚖️ |
| Mood | 242th | 4.005⭐ | 101🧑⚖️ |
| Given | 58🗳️ | 49🗨️ |
I found the controls to be unnecessarily difficult to work with, and I got stuck on the 3rd level. I liked the puzzle aspects of the game a lot.
Could you make the source code available or give a brief explanation on how you guys have made this?
Also the music like how. Its perfect. A long time ago a friend of mine has been working on music for the gba for a whole weekend and got it working with a lot of qwarks like only 3 channels available of the 8 first 4 notes are skiped of a midi etc. And you guys just make something that works and is catchie as hell. damn
My gba game and source code can be found here: https://github.com/timostrating/Ludumdare46 Any feedback or pointers on where to start with "non advance" gameboy development are appreciated.
This game is simply brilliant!
I need to know. Are the levels procedurals?!
If yes, then you deserve to win, really.
Congrats, I am running out of word, all of this is perfect.
I found the music was a little bit jumpy on a couple of occasions, and there were definitely times when jumping that my position seemed to jump, rather than my movement being smooth. I believe this was as a result of collisions with walls or additional springs, but it's hard to say exactly at speed. Loved it overall! Could not beat it though. Haha
👍very nice
Ran just in a couple of troubles:
* the webpage wouldn't load for me until I turned vpn on
* had some trouble understanding how to start the game, but to be fair, I didn't read the controls beforehand)
I LOVED the entire 8-bit style soundtrack. I also really enjoyed the game being made to play on the gameboy. I will download the rom to play in my emulator.
Congratulations! A game that should be officially released!
Nice Job!
The real proof is that when people ask me what game they should try and I skim the list of all the game I've played, this one jumps to the top.
ETA: Thanks for bringing this for me to play on stream! I really enjoyed it. You can find the highlight at https://www.twitch.tv/videos/606399389
Your game feels much more polished than mine, though =)
Great job!
Looks good, music is good, the acceleration on the egg feels slow but that fits the game's general tone.
If you want to know the timestamp of when your game was played you can see it in this spreadsheet:
https://tinyurl.com/yau8hjzn
And then look in my latest videos and find your game being play (after the current stream ends)
https://www.twitch.tv/ursagames/videos
While some people would mention that it's hard and checkpoints would make it easier - not convinced you'd need it. No, this kinda game you'd play as a kid for hours to go, trying the same level over and over and over until you master it - and then you show your friends how cool you are :)
It's a game of trial and error, you have to bump multiple times into obstacles, fall from a top, etc. until you learn the level layout by heart.
This may be frustrating, but it's part of the experience - and I think you guys nailed it. The gamebow old-school kinda game - 10/10
Thank you for this. (*nostalgic tears*)
The game is difficult, but in the right way. Visuals are clear, controls are tight and I very rarely felt cheated (at most the first time I discovered a new section of a level). Almost every time I died I knew what I had to do next time. In fact, I felt compelled to do so.
Graphics were great and the music track was super catchy.
In summary, one of the best, most solid games I've tried this edition. Amazing job!
PS: Like some other commenters, I'm really curious about the code :smiley:
This game is better than at least 80% of the Gameboy titles I played as a kid. I'm glad you put in a level skip, or I'd never have seen all of them... Fantastic level design, but I got stuck on about half. Had a blast finding the secret easy route to complete level 6 though. ;)
Of course, if I'd had purchased the game I'd have played it to death getting to the end rather than skipping and that would have been just fine - I think the difficulty is exactly right.
Which brings me to the next point: This is practically a finished game. Seriously, all that's missing is some sound effects, a timer and some scoring. Maybe a few more levels... Then slap it in a cartridge and start working on some box art - you're done.
Very, very very well done.
I couldn't get past the first level, but the graphics, clever arts style with the limited palette, and the epic chiptune version of Bear Necessities were very well done.
It's extremely well done - I am *sure* you are sick of hearing nothing but praise for your game :wink: but I am truly beyond impressed. You've created an *exceptionally* unique and fun game within some monumental limitations.
The music, @starerik , is fantastic - I mean you nailed the genre for this particular type of game. And I would be very interested in whatever software you used to create it!
If I had to pick on one thing - I would wonder if you could add bit more "juice" to the landing when the egg hits the haystack... I have no idea what the limitations of the Gameboy entail - but a little camera shake would be nice.
Well done, folks! A very fun game!
It's more of a threading the needle type puzzle game masquerading as a plarformer.
My mind is telling me this is a type of game I'm well familiar with, yet minor drops outright kills the character. I think maybe it needs to have more checkpoints (maybe as part of an easy mode) It's a good thing you added a skip level feature for this build.
Also, the heystack should be more obvious, it seems like a part of the background like the windows and the work tools.
Anyways I think I'm coming off as a bit harsh because of how much this title impressed me, you guys absolutly nailed the Gameboy aesthetics, sound (which was fantastic on its own), and the design philosophy.
The fact that you actually released a Gameboy build is the cherry on top.
This is really great, bravo!
The aesthetic is really nice and polished and the tune is very catchy. Too bad there's no sound.
The game play itself was interesting as well, though, it was hard to see at which height the egg would break or if there was damage building up even from the short drops. Sound would've helped in that regard. Or some visual changes to the sprite itself.
Still, awesome entry and very interesting from the development side of things.
I don't think I need to explain how great this is. You hit the nail on the head with this one, and provided a GB ROM to boot. This great! Well done!
I think some of the levels could use little tweaks here and there of course, but if I had to critique the design as a whole, I think that the frequency of having to make blind jumps and/or guess at the next obstacle's position isn't super great. (granted, it's authentic to how games used to be designed, but we've come a long way since then!)
I think if you intend this to be part of the process of playing the game ("you don't know what's coming, you need to trial and error to figure it out!"), then I'd personally recommend slightly shorter levels; the later levels in particular can feel extremely punishing when you finally get through a difficult section only to fail the next one because you literally have no idea where the safe landing spot is.
If you don't want this to be part of the process of playing the game, I'd try to find a way to scale down the game as a whole so that more of the level fits onto the screen. An alternative would be to build in some visual indicators and/or clever level design to inform the player of where the upcoming designs are ahead of time (e.g. have the player roll underneath a tricky section going right, then have them navigate through it going to the left), but I'm not sure how feasible that is.
Of course I understand a lot of these are not really design changes that are feasible to make at this point, just throwing out some food for thought for next time maybe!
Props all around! The soundtrack really helped keep me playing, haha. Was this done in LSDJ or ...?
Finally it could use just a handful of simple sounds effects.
Impressive work regardless.
Thank you for bringing a part of my childhood back! Together with the fact this is made for the Game Boy, the design decision to not make checkpoints available and let the game be played by trial and error really, really makes it an authentic experience. Trying, and trying and trying until you are the absolute master of the game seems like a somewhat forgotten idea these days. I love it, and as soon as I get my hands on a Game Boy be sure I will play it on there too!
All the good things have been said and I can't add any critique. Phenomenal work. Thank you all!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/615928274?t=9h29m55s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
It even has the genuine Nintendo butalness of restarting the level as soon as you die, haha.
I swear that sometimes when I restart a level and hold down a direction I go a slightly different distance through the air (there's only a small difference between landing totally okay and splat).
The main thing that could have improved would definitely be a death animation/sound/graphic/screenshake. But just nitpicking. Great job!
Fantastic entry! Well done!
https://www.youtube.com/watch?v=GjDKYcRkBKQ