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Impressive amount of work, 80 monsters? That's so much!

* The music was extremely short / repetitive at only 8 seconds per song, but really I do appreciate having the ability to toggle it actually programmed in since I played this on console

* End of combats felt pretty abrupt, maybe a little win jingle would help. It's very easy to spam attack and skip right past the win/lose messages. Similarly I was shocked when I suddenly died and respawned because the message "cinderkit returns to safety" was very easy to skip through, I thought maybe the game had crashed or something for a moment.

* I miss having distinct sounds for monsters like Pokemon does, I don't know how difficult that is to pull off on NES but that kind of thing adds a lot of character to the creatures

* The pixel art on the monsters is fantastic!

In the end I think it was a cute pokemon clone and doing true NES development is a feat in and of itself, good work!

(+1)

Thanks you,

* Did I made a mistake in the monster's data ? Normally this version only have 12 monster species with most of them having 3 maturity stade, with front and back I have a total a 66 arts (I have made an error on the number 11).

* Indeed many transitions are missing, for the impression of game crashes due to loading time I remember having those impressions sometimes playing Pokémon Red and some other games on NES, I optimized to reduce the waiting time but it's part of the NES feeling ^^. In the end it was hard to add code with banks full I was fighting every bytes to add small functions making the polishing phase difficult.

* I wanted to have different monster roar, the lengthy polishing phase didn't let me work on that part, I made a WAV converter for the NES audio chip which work nicely, I would have mainly needed to hunt all the roar sound and check the output.