Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I followed you for a while on Instagram but I'm still surprised how much detail has been put into this.

The cutscenes are beautiful. The gameplay is like a "Donkey Kong Deluxe" with that nice twist of being able to use the helmet. The sprites and levels are very well made too.

I haven't played through the whole game yet since I want to wait for my Analogue Pocket to arrive to play it there but I couldn't resist trying out a few levels and I'm in love with this game already. Even the intro and title screen... amazing!

Just one tip for a potential update: Would be cool if you could pause the game with START.

Also two questions:

  1. Why isn't the file extension .gbc? It should be I guess.
  2. You can't provide a .pocket file, can you? Since you used GB Studio 2 and not 3. However if you ever can import it over to 3 be sure to do an export to .pocket as well since the Analogue Community will love this!

Greetings from Germany 

Tarik

(1 edit) (+1)

This was made in GB Studio 2beta5 but there is a build of that now available that allows you to export .pocket files.


Here it is Mack: https://github.com/BestPig/gb-studio#analogue-pocket-export

I will say from experience, that while it is hard to migrate a project to GBS3.0, the recent update has made it somewhat more efficient. The hitboxes in this game could benefit from the GBS3.0 treatment as you can adjust them rather than having a fixed 16x16 pixel hitbox. Its extra work but I feel this game is worth the effort, it's such a good example of what GB Studio can achieve!

On GBC exclusive content, you can change the file extension to .gbc but also it's a good idea to have an IF COLOR MODE ENABLED == flase, send the player to a scene that tells them this game is intended for GBC only. That's what I did on Cupid to make sure.

(+1)

Thank you for the link! I will look into doing that since I know a lot of people are eager to try it on the AP. Though, I do have a lot of custom engine mods so it might be a bit tricky.

I looked into migration into 3.0 and for the same reason of custom engine mods, I'm pretty weary of it. The custom hitbox size would be a gamechanger (literally), but since I've designed this with the 16 pixel in mind, I honestly don't think I'd them.

In regards to the GBC exclusive content, you can see in my reply to N8Master that I've got a custom screen setup for that! It was a lot of fun making that one :)

(2 edits) (+1)

Thank you for the kind words Tarik!

I'll have to dive into that 2b5 engine that GumpyFunction mentioned. If all goes well, I'm looking to a sort of second-launch on Friday the 25th for the Analogue Pocket version! I'll notify you as soon as it's ready :)

As far as adding a pause feature, I thought about that, especially for a certain unlockable game mode, but I'm afraid it could cause some serious bugs. It uses scene stacking and restoration which proved to be an issue in earlier builds (speaking of which, the most current build is v1.0.3 so I suggest downloading that if you want the latest GBC rom!)

Lastly, the file is .gb because is technically can be loaded on a DMG or MGB GameBoy. The CPU of the GBC is twice as fast however, so it's really too slow on the ole' DMG brick to actually be any fun (there's also palette issues that would require a visual redesign for a DMG version). Anyway, like GumpyFunction mentioned, you can implement a "Requires GameBoy Color" screen that shows when loading on an original GameBoy so that's what I did.


Thanks for the fast reply.

Sounds good. I'll be sure to keep an eye on what's going on here. :)

Again: Really nice game!

(+1)

Much appreciated, thank you :