I was thinking about ideas if I were to design a boss, and I came up with an idea for Plank. As he can manipulate gravity(fly), he could fight a bit like Mothula from A Link to the Past, throwing spikes across the screen from one side to the other.
Also, about blaster upgrades... according to the trailer, there will be a teleport beam. Will you disable this like Metroid, or will you change it with another system, like switching each time you start charging?
I kinda dig this game. I've never played a lot of platformers before so this is kind of a new experience for me. I think the controls work really well on keyboard and doesn't feel out of place or uncomfortable. I think the level design is really nice. I'm not sure on how to end the demo but is it by collecting all the collectables and giving them to he specific people? A really nice demo and can't wait to see the full release soon!
Thanks for playing, I admire your persistence! It looks like there's still a few things in the demo that are definitely too punishing. Especially the hitboxes of the rhino enemies - they shouldn't be able to kill you when they're dazed!
And yes, you're on the right track! If you decide to come back to it, try talking to the purple robot near the end of each route (he's not reachable on the gunless route though).
Lots of things to like about this game, but I hate those barriers that steal my abilities. It's not that the game isn't fun without those abilities. It's that those abilities were mine, and they were stolen from me. I like collecting things, and I hate losing things.
Wow! I will totally try to support this on kickstarter, i played it a while ago, and it has come so far! Also, the .cia file is a really nice toutch, thanks for adding it!
Wow. This game is great! The reduced screen size was a bit of a pain at first, but I came to appreciate it as a way of both paying homage to the teeny GBA screen as well as promoting safe exploration and always looking ahead. The level designs were great (including reusing levels for various challenges without certain gear, and using the same obstacles to restrict the path of other gearless runs), and I enjoyed finding all of the collectibles (and playing the bonus level) in that limited space. The game itself handles very well with crisp movement and responsive controls, and it looks and sounds just like how I would expect a "modern GBA game" would. I played in browser so I couldn't use my preferred WASD keybinds but I bet it would feel great on a GBA or an emulator. I'm really excited to see how the full game will turn out!
As someone who is obsessed with gameboy games this is absolutely amazing! It's a really solid demo with fun, cute characters, fun to explore maze-like areas, and solid controls and physics! Would definitely recommend a health meter and maybe a sort of mini map to know where I have been already. Really great game and I really cannot wait to see how it goes!!!! :)
Thanks so much! We'll definitely add some kind of map, and the health is something we're thinking about (difficult to block paths with multiple hit-points, so may use checkpoints or some other solution).
Hola soy de Latinoamérica y tengo 19 y jugué la demo completa en la versión packed. Me encantó todo el diseño del juego, lo compraría cuando tenga dinero y el arte esta asombroso. Nomás que en un momento se bugeó el emulador nada más.
I'd love to hear more details on how you put together the "packed emulator" build of the game (I'd like to do something similar for my own NES games). Did you do a custom build? What were the steps involved?
I am also curious if you have looked into whether or not this "packed" build is something that Steam and other platforms would accept.
Hey! To make the 'packed' version we followed the steps to build RetroArch from source using MSYS2. For many reasons we'd have preferred to use a standalone GBA emulator, but they're all missing dynamic rate control which is crucial for a smooth 60fps experience.
The goal was then to get it as small as possible (RA is usually hundreds of MB). Looking at the available ./configure options there's a ton of features that can be disabled. We also changed the app icon and removed any theme assets that weren't needed.
RA likes to create folders and update config on the fly, so I'd recommend to commit the whole tree to a git repo before running, so you can easily see what's changed and remove the junk before zipping it up.
Finally, the launcher is just a simple Win32 program made with wnim, which copies the correct ROM for your language and launches the game like so:
With regards to Steam, I'm aware of other emulated titles being sold (e.g. Iridion II), so I'd be surprised if a game running in RetroArch was rejected, but couldn't say for certain.
For Goodboy we're using our own stuff in the Nim programming language, but the easiest way to get started with GBA dev nowadays is the Butano engine (requires some modern C++ skills).
Check out gbadev.net for a full list of resources!
What a great game, though! It's very beautiful and (for the most part) fun to play. My only difficulty was the shield-less area, although that might just be a personal preference issue. Good luck with the game and the kickstarter! :)
this is a lot of fun! maybe a minimap or something would be nice, because sometimes its hard (at least for me) to tell if ive been somewhere before. I really love how you can experience the same place completely differently with just a single key difference (like, as shown, jump height or absence of your gun). looking forard to playing the full release!
Liked the demo. I needed a little bit to get used to the maze-like construction of the world but after that it's been smooth exploring, interrupted only a few times by deaths.
Great work with the Kickstarter too, & there are still 20 days left. We're going to need more stretch goals. :)
The demo is pretty fun! I have to say though i am not a fan of all the instant death stuff like being smushed by the boss or the acid you got to platform across.
Like if you want it to be challenging I feel, for at least a first area, anything killing you after your shield goes down is already enough. The first boss being able to just instantly reset the fight if you dont doge fast enough feels harsh.
That's just my personal taste there, even with my gripes with that, the demo was still real fun! The art and music are amazing! You got the start of somethin great.
WHERE IS THE PUG CARACTER!?!?!??!?!?!?!?!? WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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This is what i called pixel art.
I was thinking about ideas if I were to design a boss, and I came up with an idea for Plank. As he can manipulate gravity(fly), he could fight a bit like Mothula from A Link to the Past, throwing spikes across the screen from one side to the other.
Also, about blaster upgrades... according to the trailer, there will be a teleport beam. Will you disable this like Metroid, or will you change it with another system, like switching each time you start charging?
You can switch type at will (probably with select)
So cute!!!
It's nice and well made.
A great game that really brought back memories. I still own the device with a bunch of games like Earthbound Zelda and Tetris.
And I hope to produce more games for the device gba because it is a wonderful device, no matter how outdated
I kinda dig this game. I've never played a lot of platformers before so this is kind of a new experience for me. I think the controls work really well on keyboard and doesn't feel out of place or uncomfortable. I think the level design is really nice. I'm not sure on how to end the demo but is it by collecting all the collectables and giving them to he specific people? A really nice demo and can't wait to see the full release soon!
Thanks for playing, I admire your persistence! It looks like there's still a few things in the demo that are definitely too punishing. Especially the hitboxes of the rhino enemies - they shouldn't be able to kill you when they're dazed!
And yes, you're on the right track! If you decide to come back to it, try talking to the purple robot near the end of each route (he's not reachable on the gunless route though).
The s key charges on keyboard (standard GBA emulator controls). You can remap the controls if you download it though.
IT IS SOOOOOO CUTE!!! I LOVE HOW HE JUST WADDLES AROUND THE MAP WITH HIS TONGUE STICKING OUT :))
It is also very detailed! I like the art, the plot.... too much to list :))
itch.io, can you please create a default collection called "my favorites" so I can add this in??? 😃
i lost a lot of times, but i loved to lose.
I absolutly loved playing this! can't wait for the final game!
Lots of things to like about this game, but I hate those barriers that steal my abilities. It's not that the game isn't fun without those abilities. It's that those abilities were mine, and they were stolen from me. I like collecting things, and I hate losing things.
Wow! Can't wait to play it. It really has the vibes of Robo Gato and I want another game like that.
HOLY CRAP best doggo game ever
amei!
love it
Wow! I will totally try to support this on kickstarter, i played it a while ago, and it has come so far! Also, the .cia file is a really nice toutch, thanks for adding it!
very epic
Well, that was an amazing game...what a great job
Very nice game! We love it! =)
Yo amo a los perritos
Wow. This game is great! The reduced screen size was a bit of a pain at first, but I came to appreciate it as a way of both paying homage to the teeny GBA screen as well as promoting safe exploration and always looking ahead. The level designs were great (including reusing levels for various challenges without certain gear, and using the same obstacles to restrict the path of other gearless runs), and I enjoyed finding all of the collectibles (and playing the bonus level) in that limited space. The game itself handles very well with crisp movement and responsive controls, and it looks and sounds just like how I would expect a "modern GBA game" would. I played in browser so I couldn't use my preferred WASD keybinds but I bet it would feel great on a GBA or an emulator. I'm really excited to see how the full game will turn out!
listo, el juego es muy bueno y tiene un lore interesante
Thank you for including a .cia file! This will be so nice to play on my 3ds :D
As someone who is obsessed with gameboy games this is absolutely amazing! It's a really solid demo with fun, cute characters, fun to explore maze-like areas, and solid controls and physics! Would definitely recommend a health meter and maybe a sort of mini map to know where I have been already. Really great game and I really cannot wait to see how it goes!!!! :)
Thanks so much! We'll definitely add some kind of map, and the health is something we're thinking about (difficult to block paths with multiple hit-points, so may use checkpoints or some other solution).
no puedo acabar con el 1 jefe, algun tip?
Carga-blast las rocas antes de que cargue contra ti, entonces golpeará los pinchos.
Muchas gracias
This is the BEST game to exist
Hola soy de Latinoamérica y tengo 19 y jugué la demo completa en la versión packed. Me encantó todo el diseño del juego, lo compraría cuando tenga dinero y el arte esta asombroso. Nomás que en un momento se bugeó el emulador nada más.
I'd love to hear more details on how you put together the "packed emulator" build of the game (I'd like to do something similar for my own NES games). Did you do a custom build? What were the steps involved?
I am also curious if you have looked into whether or not this "packed" build is something that Steam and other platforms would accept.
Thanks!
Hey! To make the 'packed' version we followed the steps to build RetroArch from source using MSYS2. For many reasons we'd have preferred to use a standalone GBA emulator, but they're all missing dynamic rate control which is crucial for a smooth 60fps experience.
The goal was then to get it as small as possible (RA is usually hundreds of MB). Looking at the available ./configure options there's a ton of features that can be disabled. We also changed the app icon and removed any theme assets that weren't needed.
RA likes to create folders and update config on the fly, so I'd recommend to commit the whole tree to a git repo before running, so you can easily see what's changed and remove the junk before zipping it up.
Finally, the launcher is just a simple Win32 program made with wnim, which copies the correct ROM for your language and launches the game like so:
With regards to Steam, I'm aware of other emulated titles being sold (e.g. Iridion II), so I'd be surprised if a game running in RetroArch was rejected, but couldn't say for certain.
That's amazing! Thank you so much!
Cute little game, looking forward to see it's GBA performance!
How do you develop Gameboy Advance games? I know about GB Studio and ZGB for Gameboy Color
Thanks
For Goodboy we're using our own stuff in the Nim programming language, but the easiest way to get started with GBA dev nowadays is the Butano engine (requires some modern C++ skills).
Check out gbadev.net for a full list of resources!
Every game playable on the DS gets extra points in my book! A solid 11/10.
Nice one! Really tempted to get a DSi XL now so I can experience those chunky pixels for myself 😅
uhh how do you play pc games on ds?
They're playing the GBA version of the game, likely using GBARunner2.
On DSi you can do this with software mods, or using a flashcart (R4i, etc.)
On DS / DS Lite, softmod isn't an option, but you can also use a GBA flashcart such as the EZFlash Omega or EverDrive GBA X5.
Can confirm this is how I did it, specifically though TWL menu on SD.
Huh. Thanks!
Congrats on making me scream with rage :P
What a great game, though! It's very beautiful and (for the most part) fun to play. My only difficulty was the shield-less area, although that might just be a personal preference issue. Good luck with the game and the kickstarter! :)this is a lot of fun! maybe a minimap or something would be nice, because sometimes its hard (at least for me) to tell if ive been somewhere before. I really love how you can experience the same place completely differently with just a single key difference (like, as shown, jump height or absence of your gun). looking forard to playing the full release!
Liked the demo. I needed a little bit to get used to the maze-like construction of the world but after that it's been smooth exploring, interrupted only a few times by deaths.
Great work with the Kickstarter too, & there are still 20 days left. We're going to need more stretch goals. :)
The demo is pretty fun! I have to say though i am not a fan of all the instant death stuff like being smushed by the boss or the acid you got to platform across.
Like if you want it to be challenging I feel, for at least a first area, anything killing you after your shield goes down is already enough. The first boss being able to just instantly reset the fight if you dont doge fast enough feels harsh.
That's just my personal taste there, even with my gripes with that, the demo was still real fun! The art and music are amazing! You got the start of somethin great.
sameee. i liked it but al my deaths felt cheap af
I LOVE that i can take this game on my little ds and play it whenever i wan
Amazing game! Got ten minutes without 100% as best and 17 minutes at 100%.
Fast!!
WHERE IS THE PUG CARACTER!?!?!??!?!?!?!?!? WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
New 100% record of 14 minutes.
I love this game!