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This was fun! Faithful to the NES, but with a few modern design conveniences that don't upset the balance too much. The variety in the game is fantastic, especially given the timelines you had to work with. Unfortunately wasn't able to finish it, since I got softlocked into a wall when passing through zones about 1.5 hours into my playthrough. (A quick glance at my inventory suggests I may have been just two items away.) This came after another instance where I nearly softlocked when I approached a zone transition from the water side and couldn't progress without the ability to open yellow doors, and couldn't regress without a dash jump (which I was unaware was an option).

I could echo the desire to have somewhat faster movement, and more frequent save points (I hadn't realized there *were* save points until my second attempt), but my "biggest" complaint is about how you're cheating in more simultaneous colors than the NES could show ... so given that, it seems fair to give you your well-deserved kudos.


Yeah, I found two rooms where this happens (and one that puts you in the wrong spot, but it can still be navigated) and posted on the page which rooms are affected by this.  This has been fixed and the game will be updated the chance I can.  There will be two additional save points in the next update as well!

Until I can update, a 100% run is impossible right now, since you cannot access the third and final item that helps you get the good ending.

I did not catch the 2nd comment until after.  It is not possible for me to cheat any extra colours in.  I have a 'current palettes' array setup in memory that is limited to 4 tile and 4 sprite colours.  I also have code setup to call on tiles (which use all 4 colours) and sprites (the first 'color' is not rendered). The reason the sprites might 'look' 4-colour is because the player and monster sprites are taking advantage of the background to make it look like the sprites are also using black. Something similar was done with Final Fantasy and Metroid. 

Allow me to withdraw that critique then — you obviously know the constraints better than I do. Consider it an artifact of the hour at which I wrote and the impressiveness of having such a nice looking game. 🙂

Ehhh, not a problem!  I tend to take stuff like to the point where my delusions start acting delusional!  I figure, if I want to make it feel like something, make it the best I can!  :)