Where is the documentation on how to actually build anything? The docs are just API information, but there is nothing about how to actually build.
Matt Hughson (NES Dev)
Creator of
Recent community posts
I finished the demo (beat the boss and found 1 secret room with health upgrade), and want to say really well done! A couple things I think would elevate it further (in order of importance imo):
- Spend more time polishing the feel of the sword attack. Look at Zelda 1 & 3, and copy what they do. Currently it feels sluggish and unsatisfying. It is the core of the game and should feel GREAT.
- NOTE: Because of this, I found that bombs were a better primary weapon, which I doubt is the intention. Since they explode on collision, they basically act as a stronger, faster sword.
- Save at least the last few screens of state. Backtracking is a chore due to needing to clear blocks and enemies over again. Again, just copy Zelda 1 :)
- Remove the 8 way movement on enemies. It makes them feel more random, and less predictable which makes them less fun to play. Lock them to 4 directions.
- I'm not 100% sure about this, but I would consider not giving items from blowing up blocks. Because bombs are free, blocks are abundant, and rooms reset, there is very little reason to fight enemies. You can get everything you need from blowing up blocks.
Again, nice work! I'm looking forward to seeing the full game!
Thank you for releasing this!
It might be worth clarifying this one part of the FAQ:
4. Can I publish my game on Steam with NESbag 2?
Yes, of course. There are no restrictions.
While you can publish on Steam, you won't be able to use SteamWorks.
Distributing Open Source Applications on Steam (Steamworks Documentation)
If NESbag had a more permissive license, it would really fill a gap that we have in the community.
You can get a better understanding of the Pico-8 history of this game here:
Retiring Pico-8 Edition and Donations - Witch n' Wiz (NES) by Matt Hughson (NES Dev)
Nice work! The game is looking great!
Not sure if you're looking for feedback but.. I played through the first battle so far, and I have a few suggestions/feedback on the UI/UX:
- The HUD should show MP/HP of SELECTED unit (I would suggest not changing the bottom left HUD when selecting a unit, and instead change the color of the stat that is being affected (eg. turn movement stat yellow as you select a position to show that it is changing).
- It is difficult to understand which units have used up all their actions. It would be nice if this was more clear (color change or animation change) when viewing the battle field (not requiring to highlight each unit).
- It would be nice if the MP was shown on the HUD since it is such a key piece of information.
- It would be nice if things like barrels got destroyed once empty.
- Feels awkward that I can still select units with no actions left. Is there a point to this?
- It would be nice if the game automatically selected the next unit (with remaining actions) after using up actions for the current unit.
- I know I mentioned it before, but I still think one of the biggest improvements you could make is showing the movement range of the selected unit so that players don't need to "poke around" to figure out what is possible for a given turn. I know it's tough on the NES.













