Thanks! Hoping to have the first town and the combat system up and running soon so I can release a proper playable demo of the game!
Rani Baker
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Hey weird question, but would you be at all interesting in collaborating to port this game to the NES? I'm currently experimenting with a NES visual novel engine and this game would look extremely good in it.
If you wanna see how the engine runs, you can see the game I'm working on here:
https://destroyed4com4t.itch.io/senseless-city-space-jesus
This is actually built in Retro Puzzle Maker by NES developer ChrisCCP, although I did heavily alter it afterwards with my own code to do things like add extra characters and stage designs not available in the original project. I'll probably come back to it this summer and flesh it out further, but I'm currently working on a much more ambitious visual novel sequel which has a demo available here:
https://destroyed4com4t.itch.io/senseless-city-space-jesus
Glad you liked it!
Thanks! There was a sort of Renaissance for them in the late 80s on Famicom and Famicom Disk System but they were mostly murder mysteries.
It's actually kind of weird more folks aren't making them now. I do plan on making a more graphically modular version of this engine that will produce graphics similar to The Portopia Serial Murders but I just really wanted huge splash graphics on this game.
Yeah the game has a really enduring fan base among the Famicom hackers I was basing a lot of my early experiments in NES hacking on, and then the more I learned about it the more I got invested in the idea there should be a build of the game that works so players can actually invest themselves in the story.
I've signed all the paperwork with Mega Cat for the release, so it's definitely happening. There's going to be a Kickstarter next year with a full-on professionally animated trailer. Getting all the marketing stuff for the trailer seems to be the thing we're all waiting to come together now. So stay tuned!
Yeah there's really so much I can do there as far as changing up the filled holes. There may actually be something to work with in the recently updated engine but I haven't dug into it yet (it builds down to Mapper 2 instead of Mapper 0 so I would have to rewrite all of my engine hacks from scratch). I'm also considering making a sequel in NESMaker, someone built a Sokoban puzzle patch into the Zelda-like adventure module and I could do some wild stuff with that I'd imagine.
But yeah I'm also pretty obsessed with fonts. This one took months to fine-tune.
This game showcases a lot of cool stuff I've never seen executed on the NES! Also dig the attention to detail of making the sprites and game look like something from the early days of the NES/Famicom with the color choices and designs! Like if someone told me this was a lost Famicom Disk System game from 1988 I would believe them.
You know, when you say that, it seems really obvious. I honestly didn't think it through any further than "People like free stuff! I'm gonna give away more cool free stuff!" I didn't even decide to have two demos until an hour after I uploaded the first one. Sorry for any confusion. I have re-labeled and re-uploaded the demos to make it clear which one I designed specifically for the compilation (which is basically a mini-version of the complete game, covering the first 12 stages) and which one I designed as a fun "out-take" version of the game with beta build graphics and first-draft puzzles that didn't make the cut for the final game. Thanks for checking in!
Thanks! The game gets a bad rep because it was released in the US in the late 80s after many much more elaborate JRPGs had already become popular here. It's also very non-intuitive and quirky in a way that makes more sense when you contextualize it as a very, very early Japanese computer game (it was originally released in 1984!). I figure a nice polish and coat of paint might go a long way to making the game more enjoyable.
For the record, I'm not the original dev of Retro Puzzle Maker but I have put together a project in it (GRAVEYARD DUDE), and am currently working on a second, that involve heavily changing the code of the base and as such have been in pretty regular contact with Chris, the Retro Puzzle Maker dev to share code. Anyway, I can confirm that it conforms to the requirements. I've even managed to successfully add GRAVEYARD DUDE to a multicart (Super Mario Bros + Duck Hunt, basically the original multicart!) in a previous experiment developing multicart ROMs myself.
Oh lol I just realized comment is because of my entry of this game into the NESDev Coding Competition 2022. I genuinely hope that not having a public demo available already wasn't considered untoward or inconsiderate, even if it technically doesn't break the rules.
I guess there's no real - reason - I couldn't just make the demo public right now instead of two days from now. But I also guess it wouldn't make a huge difference either way this early in the competition.
I'll resubmit after the demo goes live. This won't be my only entry. Thanks for checking in!
Way ahead of ya! Check back in two days, was already planning on releasing a public demo on September 1st.
The original GRAVEYARD DUDE demo was a commissioned piece for the INDIEPOCALYPSE indie games bundle, which is its own cool project and I didn't want to step on their ability to make sales by offering content from it for free. But September 1st marks three months on there, which I figure is a reasonable enough time for them to have gotten all the initial sales out of the way.
Not to give the impression this was their decision, they specifically only had distribution rights until the end of June and it was released back to me at the beginning of July. I just chose to keep it behind a paywall for a couple more months to support them.
Thank you for understanding and I hope you enjoy the demo when it goes live! Stay tuned!
Thanks! Admittedly the gameplay changes in this one were pretty subtle, compared to some of my other NES overhaul hacks. Stuff you wouldn't notice unless you were also under the hood looking at the game code. Nerfed some enemies, changed the experience point system to make leveling up easier (especially later levels), made some Easter Eggs (and the wizard battle) easier to pull off. I just took all the stuff that seemed non-intuitive out of it.
Testing out the other areas that give the "Disk Two" display, which is meant to be a notation of where the demo ends, looks like the best course of action is to prioritize adding the room I have planned to the south of the morgue in the next update. Apologies that this glitch caused you to lose progress.
Judging from the commentary I'm seeing from folks, seems like the route maps are difficult to figure out. Keep in mind that since you start from the bottom of the map, you are ALWAYS facing towards the top of the map at the beginning. You turn in the direction of the next block on the map.
Another thing, if you go off course (Dead End or Skid Out) and are allowed to return to the map, you wind up MOVED FORWARD a space on the map.
Hope that helps folks!