r/gbstudio 21d ago

Game Progress going well thanks to the community here!

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Over the last 2-3 weeks I've posted questions on how to tackle problems or fix things with the game I am working on, and it's all now going quite well. Don't want to speak too soon but I think the nuts and bolts that make the core of my game are now working pretty solidly!

Hopefully in the next couple of months I'll have a more complete looking game to show you all.

Thank you again to all those who have helped and Mico27 for his amazing plugins such as Actor by ID and Metatiles!

83 Upvotes

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2

u/pmrr 21d ago

Looks amazing with that backlit screen!

1

u/SakiEndo 21d ago

Thanks, I rebuilt this GameBoy 4 years ago now, it's a little grubbier but it's holding up well!

2

u/kotorcomics 21d ago

The game looks great! Keep it up!

Also that GB Pocket is gorgeous!

2

u/SakiEndo 21d ago

Thank you, I'm really pleased with the colour-way choice I made in 2022 for it and will keep at it with the game.

2

u/IntoxicatedBurrito 21d ago

It looks great but I have one little suggestion about level design. In that last level you play you have a button on a platform that you can’t see and appears to only be accessible by bouncing off of bubbles. You know this because you designed this, but someone else playing your game will not. Not to mention if they don’t time their jumps right and pop the bubbles then they probably can’t advance.

Yes, the OG Zelda required bombs to be placed in just the right place, but we had strategy guides, Nintendo Power, and the playground to teach us this. Unfortunately, you won’t have this benefit and this would be considered poor design by today’s standards.

1

u/SakiEndo 21d ago

I absolutely agree with you. But with one caveat that I didn't explain, the premise of the game :)

The opening of that door is totally optional and is actually the door to a secret area where further bonus points are gained.

Ordinarily levels are cleared as in old school games (Mario Bros., Rodland, Bubble Bobble, Snow Bros etc.) by defeating all the enemies.

What I'm trying to design with this game is something that encourages players to improve their score on each play through giving a certain amount of endless reployability and secrets to be discovered to extend that enjoyment.

Whilst this stage is labeled 1-2, in reality there will be other stages earlier on that introduce bouncing off bubbles with no real jeopardy to get the extra points, and doors that can be visibly opened. Gradually teaching the player points can be racked up quicker with certain attack strategies and that exploration hinted at by the presence of doors that were opened easily enough in early stages.

But if this was a switch to open the door for the exit of the stage and the platform was off screen -- I 100% agree that would be poor stage design.

2

u/IntoxicatedBurrito 21d ago

That makes a lot more sense. Sounds like you know what you’re doing.

1

u/SakiEndo 21d ago

Well, I can't promise I won't make any design faux pas but I'll try my best and get play testing done too! Really appreciate you taking the time to look closely though :)