Download Here: trashy-rascal-... Skipped the last part with the end boss forward because it took so long to aim those damn missiles properly xD Otherwise a fun short game though not very scary :D Thanks for watching!
I really like the concept, but I also think that the other monsters aren't really interesting, their design is bland. Instead it would be much scarier if they were replaced by more advanced mutation of goerefield or the cat, as he gets more angry and more dangerous.
The eye monster could've been more terrifying if you never got to see it, but it could still see you, and you had to go solely off of audio cues to know if it's nearby.
Or the lights could be dimly lit so we can see a tiny bit of it and in order to pass we need to distract it along with it having a scarier, more detailed design.
Not to mention that the "levels" feel awful, the only good mechanic was the closet for the pig butcher, which sorta sucked. The jumpscares are okay, but the other than gorefield's, design they were pretty basic/awful. No to mention its supposed to be a Garfield/Gorefield game by the looks of it, they just added longer gameplay with different characters that don't even fit with what the game was supposed to be which ruins it. This makes it really long, repetitive, and boring for viewers and players.
Looks very monotonous, but I appreciate some of the pixel art and the effort put into it. Just don't understand these other monsters, why isn't it just Garfield in different mutated forms instead?
I believe the game was already in production when the meme came out, so the devs decided to take part in the action by quickly making their character sprite look like john and the first monster be a Garfield mutation
@@mr.static821 bit the game itself is called ''lasagna boy'', i thought it would have something to do with the animation, but only that weird gorefield thing had anything to do, in that case he would just be getting attention thanks to the animation's popularity
This is its own game inspired from the animations It doesn’t need to have Garfield because it isn’t But I do think the other monsters were boring compared to Mittens aka Garfield And the gameplay rather tedious and repetitive Id prefer shorter harder missions rather than long easy ones
This isn’t even Garfield, it’s just a mutant cat called Whiskers based loosely on Gorefield, it’s only the first enemy too. It’s only called Lasagna boy because our main character is a guy that delivers lasagna. Literally could’ve been any other food but it has to be lasagna. Like the game looks cool on its own and the art style is neat but it shouldn’t be treated like Garfield at all.
um cara Qualquer Bruh you’re acting like I made an essay. This isn’t even an explanation it’s more of a little rant. Not many people, if any to my knowledge were even calling this out
*I am so unhappy. I cant believe for this long I've been waiting for this and yet, it's for nothing. At least you could have tips but now? I dont think so. Now your the one who's gonna get it back to my house and not me.*
Mega creature: Rockets don't work lasagna boi. lasagna boy: +Takes out a spray bottle and a broom+ Mega creature: *NOW NOW, WE CAN SOLVE THIS LIKE CIVILIZED PEOPLE.*
Not gonna lie i enjoyed the simplicity of the beginning and the fact that you couldn't see if a monster was roaming in the first 9 minutes but once i saw that monster eye any suspense left me tbh xD. Dang it keep it gorfield or make the monsters more unsettling. Also have them turn around more based on the characters footsteps and add something new to each round. The first one with gorfield was too easy but it serves well as an intro or tutorial I guess hehe. But now i want it *_scarier_* dammit!
Okay, everything was going fine but the giant alien, the cerberus and final boss are just so damn goofy looking compared to that first Garfield-inspired cat monster. At least the pig monster was alright.
I like the idea of having multiple monsters. I can tell this game simply used a gorefield style for the first boss as a tribute. Still love it. A few of the bosses are weird and not so much scary, and it might make sense to have the Gorefield themed room a little further in so people don't get it confused.
@@projectgarchomp2380 the aesthetic can very well be made to be horror, it's just not well used horror. "Made for Game-boy" still implies it's bit size. I.e. 8 bit can still be made a horror by using continuous music until the monster is close, then cut all music and make it tense. Game boy aesthetic is still creppy used properly.
have a mechanic that allows gorefield to cross into the foreground and chase you there, where you have to be dynamically shifting between the foreground and background. wouldn't be that hard to implement, would make opening anything WAY scarier and more tense.
@AndyDrew i saw that, but i mean, it would be very interesting if you were also having to switch between background, and foreground. it would also be cool if hiding in the foreground from foreground things chasing you was more available, or have being found not mean instant death type thing
@@phonemayng9506 no, pressing the select button could be the button you press to switch between background and foreground, and it's not for the gameboy.
Finally after 8 years we finally know that we dont need super power weapon and armor to kill moonlord we just need closet and keyboard (only terraria player will know)
J2 THE RICH Boy lumpy made Garfield gameboy’d complete, he just only showed the cutscenes. So you’re wrong, the game was made completely from lumpytouch.
Amazing proof of concept! Great gameplay elements, this really has potential. What this really is missing is the creepy atmosphere, the music, it just feels a bit cheery with the monster designs, the speed and the sound effects. It doesn’t really feel like a horror game. But with some adjustments you can really make it feel scary.
I'm not usually one to be a game critic but... This game is like... It takes inspiration from LumpyTouch's Garfield Gameboy'd. It obviously does. And yet... the first enemy is the only one Garfield-like at *all* . On top of that, it's the monotonous task of get item, go to room, use item to get to another room, get item, backtrack to a different room, use item, rinse and repeat. I can see where a lot of love was put into this game, but it could've actually been a fanmade Garfield Gameboy'd game and they gave up on that idea after the *first monster* . You could say "Maybe they wanted to make their own game, not Garfield Gameboy'd", which is fair by itself, but they literally had an Italian restaurant's delivery guy bring *lasagna* to a house that is home to a *Lovecraftian-style house cat* . Not only that, but the whole "Status: Hidden/Visible" and the item boxes in the top right are in the original Garfield Gameboy's animation. The art style is nice, and the potential is there, but I wish they didn't just give up on it after the first few rooms. After the first monster, I get completely lost, and I fail to understand where the rest of it fits.
And now kids lets count them all! 1 whiskers who got impaled 1 Phil who got grilled 1 giant freak who got blowed 1 mad scientist who got squished 1 poor lasagna boy who got severe trauma And 1 cyclop octopus who is still alive. I though it would be more gorefield but was even more desapointed to don't see a cutscene in the end where the one eyed monster escape
I want to see a hybrid of this game and what Lumpy created. Make more use of the various rooms in the Arbuckle home, instead of a ton of sub-levels, though I like the sub-basement idea as a way to elongate playtime and plot. Maybe have a few sub-levels Jon can access after a mock final boss fight, something installed in secret by the Government, and maybe a good area to resolve plot wise wtf is really going on with Garfield before the house explodes and the nuke drops. But the core gameplay aspect of dodging Gorefield by hiding in the foreground, while he patrols the background, seems like it could be a lot of fun. I would expect far less forgiving mechanics than what is seen here, and maybe more of Gorefield crossing into the foreground to hunt Jon, depending on scent level/game difficulty/level progression. As he is "defeated" in various boss encounters, Gorefield would mutate into more twisted forms, changing his stalking tactics slightly. For instance, earlier levels may make Gorefield easy to track by making him taunt and whisper creepy to Jon. However, as the game progresses and Gorefield hits his spider mutation, he may be harder to hear, and may be a shadow on the floor you need to watch for occasionally, instead of just stalking the background/foreground. Using Pookie or a Filled Lasagna Pan could get you out of what would otherwise be a death, but the item is naturally lost in the process. Three lives instead of six would make it a lot more stressful to be caught. I figure the Lasagna Pan would be filled after finding three portions of Lasagna forgotten around the house, since Gorefield would obviously be a bit of a slob with his food. Aside from Lasagna increasing your scent/detectibility, stress over time will also cause the scent to rise, forcing Jon to use the shower or cologne to lower it again. Other items, such as coffee, would be found similarly to the keys and such in Lasagna Boy, hidden away in various things around the house, or on shelves where they can be picked up. Pipes as saving devices could go a number of ways, but I sort of like the typewriter/ink ribbon structure, so there could be a Pipe in a designated area, but you would have to navigate to Jon's small stashes hidden around the house, and make use of what is found smartly.
The eye is terrible: it's not a part of Garfield, it's not explained in any way whatsoever, is a terrible design given the only thing about this monster is that it needs to make noise as it comes near (only requirement; only thing to influence the design, and pretty important to work with), and you go with TENTACLE monster that isn't even an interesting design; you didn't ignore the only trait about the monster to explore an interesting design, you ignored the only trait about the monster (which is important) to slap in another generic eye with tentacles the world doesn't need or want. Harsh as I am towards that thing, this animation is really cool. You can tell there's alot of interest and love in/for Garfield, Gameboy aesthetic, and body horror/gore. I have some complaints, but this is amazing, and something anyone should be proud of.
so far the plot is wack? your house (is it the MC's house? why is he there?) has a giant basement the size of an entire city and you help a dude build a monster (why?) you end up fleeing from and killing. Too many monsters that arent grotesque and just mildly cartoony(did the science dude create them? if so why?). honestly it shouldve stuck to a single monster mutating and exponentially adding gimmicks to avoid, while going outside instead of down in a basement. point is it kinda starts too abruply like: "oh ok theres a giant monster so imma start goin down to help some dude make another monster"
yeah overall this game isnt that great imo. I mean yeah the sprites are nice but it after the first level it goes completley off of the walls, also the gameplay looks tedious, repetitive, and overall just awful
I apreciate the efforts, but.. the gameplay looks monotonous and simpler than lumpy made. For graphics.. this looks like a gameboy, while lumpy's version looks like a SNES with Gameboy screen.
Funny thing about the gameboy is that this would have worked as an actual gameboy game. A lot of the games were short and monotonous. Only a few of them were like really well developed games and by that point we were moving onto Gameboy Color.
It's weird that the eyeball monster can't see when IT'S in the dark... it'd still be able to see the player, since it seems that we're in some sort of emergency lighting system or whatever, but we wouldn't be able to see it.
If you gather all those ingredients to make the monster, why are they still in the vats afterwards? Also, where did the sword come from that kills Whiskers?