Game Boy Metroidvania. Artstyle is absolutely fantastic, VERY cool. I puzzle element is great, even though I couldn't stay alive long enough to even try and solve anything.
Ball crushingly hard, which I suppose is fitting if you're paying homage to games from that era.
Thank you very much for playing and for this comment, I'm glad someone understood what this project is aiming for. The soundtrack still has a lot of placeholders, we had some trouble trying to work with original MSX audio, so currently we are experimenting with different soundchips, to see which one fits better and which we can also work well with.
Every screen being unique was something we put a lot of work into, we wanted to make sure the game world felt compact, without meaningless rooms and too much walking. The game has a grid map system, it's not working yet, but you can even find a hidden map on this demo. It shouldn't be too revealing, but it should also give players some coordination as there will be more areas to explore.
The blue wall is because some rooms are not finished yet, we couldn't finish the first area in time for this demo day, so some rooms are locked by these walls. For the next demo day the first area should be done, with another miniboss to kill and more items to find
Thanks for playing! Yeah like PoblamkBr said there is a quit button in the options menu of the title screen (in-game you would have to go back to the title screen and then quit), but I understand this is difficult to find and non-intuitive, going to change that
Comments
Game Boy Metroidvania. Artstyle is absolutely fantastic, VERY cool. I puzzle element is great, even though I couldn't stay alive long enough to even try and solve anything.
Ball crushingly hard, which I suppose is fitting if you're paying homage to games from that era.
Very cool.
Thanks for playing! I think I'll have to tone down the difficulty a bit, people are having a lot of trouble making progress
Small update for the demo
-Improved jump physics a little bit
-Increased the katana range slightly
-Reduced prices for subweapons
-The ufo miniboss should be easier
Thank you very much for playing and for this comment, I'm glad someone understood what this project is aiming for. The soundtrack still has a lot of placeholders, we had some trouble trying to work with original MSX audio, so currently we are experimenting with different soundchips, to see which one fits better and which we can also work well with.
Every screen being unique was something we put a lot of work into, we wanted to make sure the game world felt compact, without meaningless rooms and too much walking. The game has a grid map system, it's not working yet, but you can even find a hidden map on this demo. It shouldn't be too revealing, but it should also give players some coordination as there will be more areas to explore.
The blue wall is because some rooms are not finished yet, we couldn't finish the first area in time for this demo day, so some rooms are locked by these walls. For the next demo day the first area should be done, with another miniboss to kill and more items to find
my game of dreams, a platformer zelda-like with cryptic puzzle
Hard as balls, cool as fuck. Going to have to give this more time.
Really nice artwork and sound effects, but I wasn't able to make it very far into the game because I kept dying lmao.
Unless I'm blind, there doesn't seem to be a way to quit the game. Alt+F4 did nothing and I didn't see a Quit button in the main menu.
Actually it is inside the 'Options' tab while in the main menu
Thanks for playing!
Yeah like PoblamkBr said there is a quit button in the options menu of the title screen (in-game you would have to go back to the title screen and then quit), but I understand this is difficult to find and non-intuitive, going to change that