Combine jellies into slimes to feed your space-friend Huey! The longer the slimes, the more points you get. But beware: if Huey's stomach is empty, it's game over!

The demo includes: 

  • A tutorial
  • Chomp-a-Thon mode
  • The Gummy Grotto & HalloMoon themes
  • High scores

Let me know what think about the game, I'd love to hear it! 💚  
There'll be a full version at some point with a full blown QUEST Mode, all 4 Puzzle Modes, 🎵 music 🎵, new themes and more! If people have an appetite for it, I might look into a Kickstarter too.

Puzzle Modes

      

* Only Chomp-a-Thon is available in the demo.

  • CHOMP-a-THON: Complete Huey’s orders and level up!
  • TIME ATTACK: Munch as much as you can in 3 minutes!
  • GOO GOURMET: Clear 50 of each color, fast as slime! 
    (Unlocked by playing 20 games)
  • ??????: A secret mode that will help you relax.
    (Unlocked by ranking first in Chomp-a-Thon)

Controls

  • Tap/Hold D-pad → Move your cursor
  • Hold A → Lock your cursor onto a jelly
  • Tap/Hold D-pad when locked → Create a slime
  • SELECT when creating a slime → Cancel your slime
  • Release A → Feed your slime to Huey
  • START → Pause the game

 

Download

The demo is free to play!  If you enjoy it and want to support the development of the game, a donation is very much appreciated. 

This game is designed to be played on Game Boy Color, so a monochrome Game Boy (DMG) or an emulator with a wrong setup may cause errors.

Please do not distribute this rom. If you want to share it with your friends just send them the link to this page!

Download

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Click download now to get access to the following files:

hungryhuey-demo-v031.gbc 512 kB

Development log

Comments

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(+3)

When is the full game dropping?

(+1)

I too am looking forward to this! Hope it's still being worked on

(+1)

yeah would be a shame to let something this good go to waste 

(+1)

This game is GREAT! I've played for several hours and really enjoyed it. I look forward to the full release.

Slimey Huey and the Gooey Kablooey :3 

(+1)

absolutely love it, so hyped for future updates/the full release

(+1)

this is great, really cute art and fun gameplay :D

(+1)

This game is awesome. Keep up the fantastic work!

(+1)

This is pretty solid so far! I had a great time on it. And really good job on the juiciness.

(+1)

Very enjoyable game, both challenging and relaxing at the same time!

(1 edit) (+2)

Game is fantastic. I've also left (the same) feedback on the Discord.

If your high score goes over 32768 (makes sense, it's the max for a 16-bit integer), saving to the leaderboard stops working, and the results screen also never shows. Additionally, any scores over 9999 don't display properly on the game screen.

I played again, keeping track of my score so it didn't roll over 32768. I got to the results screen, but it no longer recognizes that you set a high score. The bonuses also rolled the number over in a weird way. So if the score is bumped over 32768 at any point, scores aren't saved.

When (and if) this gets corrected, my highest score has x1807 slimes cleared, 33m15s, and score of around ~40,000.

Until then the above screenshot is probably the closest I've gotten to the (current) maximum possible score. I dare anyone to beat it! :D

(2 edits)

Congrats, you beat the game Chris! 😂

I will look into 5-digit scores, shouldn’t be too hard to implement I think. Just need a second variable. Will include in an upcoming patch!

Also thinking of increasing the preset scores maybe? :-)

(+1)

Super charming art style! 5 stars!

(+1)

Hi Niels,

I really enjoyed your demo, I included it in a video on my YT channel. Feel free to reach out in the future when the game is nearing completion or if you need some help testing for release as I have a background in testing. Looking forward to the full release.


📺:Video

Thanks Nico, really cool to see the game being played on YouTube! Will definitely keep you updated.

when you have no more combos it should shuffle or directly give you a game over screen instead of waiting till the timer runs out :P

There already is a screen like that. Are you sure you had no moves left? ;-)

i adjunted a picture but it didnt showed, i am 100% sure there wasnt a move

(2 edits)

Can you send that picture to me (Bluesky, Twitter or FB)? I cannot see it. On my end, the "No moves" works as intended.

(+2)

I love all the tiny details that go into all the animations, the characters, the design, the colors... It all really gives a lot of life to the game!

(+2)

I absolutely love the game. Can't wait for the full release 😊 

Do you have plans for a physical release?

Really loving the art & style and enjoying the mechanics. Played for a while tonight and got a decent sense of the game and a modest score.

A couple notes:

  • Seems like the fullness meter continues to drop while the board is being cleared and updated? Would be nice if that paused during that as it seems like there’s a bit of a penalty for making longer chains of slime colors that are already completed (since they don’t refill it).

  • The A button doesn’t seem to register for a number of frames after clearing, or feels that way. So if it’s pressed too soon then it gets missed. And if you’ve already pressed the D-pad to start linking then the cursor ends up misplaced and requires backtracking. Would be nice if A button held down intent was noticed coming out of slime clearing state and applied before applying the first D-pad movement.

  • I can’t tell if it’s intentional or not, but it feels like bit of a loophole that the full meter can be paused when the A button is held down and at least two pellets have been selected. So it can be left it there indefinitely to look around the board while the game is held in a sort paused state (but not fully since the clock still ticks).

Two things that would be nice:

  • If loops auto-closed in scenarios where they could be (when end directly adjacent to start) when the a button has been released. Sometimes I flubbed and missed it the last dpad movement, having the game recognize that would be helpful.

  • Being able to cancel / back out of linking slimes up. Like Pressing B, Select or Start while A is held down. Sometimes you realize it’s a mistake but there’s no way to stop once start.

Anyhow, really enjoying it and hope the feedback is helpful (whether integrated or not :D). Thanks for posting the demo!

(11 edits) (+1)

Thanks so much for this detailed feedback! 

  • In an upcoming patch, the fullness meter will be temporarily frozen until the board is fully updated.
  • I will also make it possible to start selecting another slot while the board is still updating (creating will still be locked though, as the situation on the board might change).
  • A cancel / back out option is definitely a good idea, however, I don't want to make it too complex either (pressing other buttons while still holding A feels off). So maybe retracting your slime/going back one step could work. This also gives you the ability to correct mistakes when your slimes are long!

Again, thanks a lot for thinking along. Keep at it to reach that first spot!

(1 edit)

Thanks! Getting better gradually:

A couple more minor thoughts

  • Love that game over tally screen. It’s so pleasing to look at, all the parallax and little animations. Pure gold.
  • I assume there will eventually be a way to visit the high board(s) aside from a game ending
  • If it existed, would be into a longer-play chill mode where the (fullness meter) speed ramp was a lot more gradual. It gets fast paced fairly quick right now which is fun, but I could happily enjoy zoning out playing this for longer stretches at a more relaxed pace. Right now I have to start link-pausing frequently to plan enough to stay ahead at higher levels (my brain gets slower and slower as I age haha).

I really like your game! I tested both v01 and v02. You should polish the mechanics for some inconsistency. Whenever you select two symbols, still holding, the hunger-bar stops decreasing. In that moment, when you select more symbols (extend the slime), still holding A, the hunger-bar increases with a certain amount, which will be transferred upon releasing the buttons (symbols get munched). The entire munching animation (including the filling-up with new symbols) slows down your cursor. Now comes the inconsistency: sometimes the selection (holding) is not registered by the muncher, so the hunger-bar keeps decreasing. In that case, even if your selected symbols disappear and the set gets filled-up, your muncher don't do the muncher animation and the hunger-bar doesn't increase. In this scenario, the cursor doesn't slow down during the fill-up, so the previously mentioned lag is likely a result from the munching animation. These seems like tiny details, but I think that this affects significantly the game play.

(3 edits) (+1)

Hi, thanks for your feedback!
I will look into the delay, munching shouldn't delay cursor moving too much, but when a lot of tiles on the board get updated it can.
Note that you do not refill the "stomach" / fullness bar when you eat a color Huey doesn't want. So for example, if you've completed blue already and you feed Huey blue, your bar won't get filled up. Hope that that explains it!

Thank you for clarifying! I'll check it out :)

(1 edit)

i liked lots it but i  think with diagonals it would kick so much more ass!

(+2)

Hey man, really enjoyed the demo and also the art style is incredible! Loved both theme options too!

Looking forward to the full game release...

(+1)

Thank you, that really means a lot to hear! The feedback on the demo is super motivating for me to push through and finish the full game. :-)

(+1)

Aw fun game, and cool it runs in a browser easily.

(+2)

Really cool! And beautiful. Everything looks very polished. Well done!

I see it is a demo so what's your full release plan? Looking forward to what's next.

I would also love to request the Retro Achievements community to add an achievement set for this.

(+1)

Thanks so much! I’ve already planned a Quest Mode, new themes and fresh music. If the demo is well-received, I might even do a Kickstarter. Definitely look out for updates in the future!

I certainly will 😊 Thanks for the info, and best of luck with the project 💪🏾

(+1)

Why dont you put a playable version here on the web browser????

(+1)

That's a great idea. I've embedded the file just now.

(+1)

Can't wait!

(+1)

Looking forward to this!