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Since I've commented on every other submission, I'll use this comment to share some development fun facts of this project.

1. This game was originally going to be a stage play.
Like Super Mario Bros. 3 was! In the end, I decided not to because it be such a let-down and make everything feel pointless. Besides, stage plays aren't combat focused like this game is!

2. The final boss was going to be a dragon.
Originally, there was going to be a fight against a dragon who would have been assembled from background tiles! And even a space shooter section where Brad got in a jet and chased after it! Needless to say, this didn't happen due to the scope, time crunch and lack of motivation. It was also going to break into a bunch of wooden boards to reveal it was just a cutout, then reveal the gimmick that it was originally a stage play.

3. There is an unused kiss sound in the game's sound effects.
I originally used a quick kiss sound on freesound.org, then converted it to 1-bit dpcm in Dn-Famitracker. However, the sound would be unrecognizable as dpcm compresses higher frequencies poorly. So, I tried adding a low-pass to the sound before converting and it sounded slightly better, but still unrecognizable. So I scrapped using a sample. Instead I made a very short blip with a pulse channel and a hardware pitch slide up, and it actually worked pretty well! But, went unused. Originally, Brad and Sela were going to kiss at some point in the ending. This was scrapped due to laziness and the original joke that was going to be done would no longer work since I scrapped the stage play gimmick.

The project files also contain the .dnm files (Dn-Famitracker modules) used to make the music and sound effects if you want to download Dn-Famitracker and see how the sound channels are used.