Hey, thank you for the comment! Glad you liked it! No worries, the full game will come soon!
Currently working on getting the updated DEMO uploaded both here on itch.io, and on Steam, aswell as preparing for the possibility of a physical release in the future, so stay tuned!
NeroGames
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Hey, thank you for the comment! I find it incredible that people still give this little game a try and find some enjoyment in playing it nowadays! Makes me so happy to know that you liked it!
If you're interested, after my current project is done (Utopia: Haven), I'm planning on giving this game a little remake for the Game Boy Color (new sprites, colors, and just general gameplay and technical improvements).
It will take a while still, but it will happen, so I hope you look forward to it!
Hey, thanks! I'm glad you enjoyed the demo!
I'm definitely still working on the game, don't worry! Just at a slower pace because of work/real life stuff. I'm looking to release the full version by the end of this year.
Also, if you wanna see updates on the game from time to time, feel free to follow Utopia's page on the GBStudio Discord!
Nice job getting the shard! It's possible to get out but it requires a very precise jump and downburst. Also, you can also get to it without taking damage with precise downburst movement, but that's not the intended way to get it (you will need to wait for the full game to figure it out!).
That's a nice first Metroid game, wish I could forget all about those and play them again!
My initial idea was to make the spikes reset your character to the initial position (think like Hollow Knight does it, if you've ever played it), I'm still not quite sure if that's better than just having them damage the player... will need to playtest more to decide on that!
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• That's an interesting idea, but I think it would lead to waaay too many pages, because GBStudio cannot handle too many sprites in a row without visual glitches, but it's true that it would look way more appealing that way...
• Will need to investigate the Karkanon glitch, thanks!
• Do you remember by any chance which screen the weird HP drop happened in? It's probably a wrong script on a specific screen, I'll look for it!
Hello! First of all, I really appreciate the in-depth feedback and constructive criticism! I'll try to address a few of the things you pointed out below:
First, I'm glad you really enjoyed the atmosphere of the game!
• The door collision is definitely something that irks me aswell, but I had problems with implementing collision for them before. I'll definitely look into that in the future and try to find a solution!
• I probably won't implement a typical pause menu with inventory and stats and such, but I'll probably make it so that pressing Start pauses the game.
• Still haven't figured out a solution to the Charge Shot flickering not staying on when you change screen, but I hope I can fix that in the future aswell.
• That scanning Virtus behavior is definitely a bug, I'll fix it as soon as possible, thanks for pointing that out!
• The Escudo thing is because I need to reset the scene, because I can't make Actors have collision that behaves like a wall, I need to completely load a different scene. I could probably solve that by saving the Player Position before the scene reset though... will look into it!
• Don't think there's really a solution for the Jellite problem, I'll just need to be more careful with their placement, and make it so the player can't reach them from below I guess!
• Platform behavior is intended, it only happens if you're at max speed, even though it's not very noticeable, there's a slight acceleration to the character, so if you don't stop holding left or right, you can cross small gaps like that, could be interesting for speedrunning aswell!
• The log sprite running in place will be fixed, thanks for pointing it out!
As for the other feedback:
• There will only be 3 shooting minigame sequences, they can be replayed by selecting "Reminisce" at the Player Ship menu, if you're so inclined to gather all the Insignias (Since a few of them require you to accomplish certain things in the shooting minigames).
• I wanted to keep the gameplay kind of "simplistic", and also I need the D-Pad so the player uses the different shot upgrades. I wanted to avoid using button combos and such, since that could get kind of overly complicated for a Gameboy game.
• My intention was to make Scanning kind of a risky thing to do, you need to get up close and personal with the creatures to collect their logs!
• You're right, I'll probably increase the jump height a bit more so the Player can reach the same height as the platforms!
• The pause menu with all those tabs implemented in it is currently out of scope for me, but who knows in the future it might happen! For now, it'll have to stay like that. Also, I want the player to really pay attention to the maps and try to memorize rooms, or even write the layout down on paper (kind of harkening back to old times ahah), so that people don't overly rely on opening up a map menu ingame everytime they get a bit lost.
• I'll add a message once you save the game saying that the player health has been replenished!
• I'll have to investigate that Gloop problem, I can't recall ever seeing that happen...
• That makes sense, I'll do some test with adding a "charging" state and a "fully charged" state to the Player character.
• Virtus should be dropping an HP refill, so that's another thing that's not supposed to happen, will fix!
• Will look into implementing the ??? text to Warp Points!
Thank you so much for all the feedback, I really appreciate it! And I hope you enjoy the rest of the demo!
Hello! I've been using some of your amazing packs for a Gameboy Color metroidvania that I'm developing with GBStudio, called Utopia.
I've had to limit some of the animation frames because of hardware limitations, but I think they work great.
If it's okay, I'll leave a link here to a video of me fighting the Exterminator Bot, if you want to check it out! Thank you!
Hello! I just released a demo for a GB Studio game I'm developing, called Utopia, and I used a few songs from this pack.
They're amazing and fit the vibe so well!
If you're curious about it, you can check it out here: Utopia DEMO
Thank you!
Hey! Thank you so much for playing and reviewing my humble little game, I'm glad you had a good time with it!
Since this game, I don't really have the time to focus on game development anymore, but perhaps in the future I can find the time to focus on my gameboy metroidvania project that I started after this one!
Thanks for the feedback! I hear you, the spider should have battle music! Whenever I find the time this next week I'm going to add that in!
Glad you were able to figure out the instructions, I was afraid they were going to be too hard for most people to figure out, but that's the point of having a secret so I rolled with it!

