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Matt Hughson (NES Dev)

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A member registered Mar 23, 2015 · View creator page →

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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.

Wow, excellent work! I was pretty skeptical of being able to pull off the feel of air hockey on a d-pad, but you did an amazing job with the physics (both puck and paddle). 

The slow-motion replay blew my mind!

Have you thought about adding SNES Mouse Support?

If I remember correctly, I believe itch has a way to e-mail all jury members. I might be wrong, but I think I remember seeing that for jams I ran before.

In the rating categories, there is one for "theme" but the jam states: "And there will be no themes, any game is accepted as long as it is playable and made during the game jam (be fair play please)."

What are we rating for the "Theme"?

Can't wait to see the games!! Good luck everyone!

Will the demo get updated with gameplay from the final version?

great! I'm glad to hear it!

Wow, thank you!

thank you!

That's great thanks! btw it's "Witch n' Wiz" not "Liz"

(1 edit)

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):

  1. 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.
    1. 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.
  2. 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 :)
  3. 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.
  4. 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!

Since it's based on Mesen, the potential of HDPacks is pretty huge too!

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.

Wow, thank you so much!

No worries!

I need to investigate it more, but I believe FRAM is very slow, so it can't be used for general purpose RAM (it's OK for save data but not, for example, level data). I might be wrong though.

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)

I just played through the demo! Amazing job, i really loved it.

Question: when i jump into a roof, my x-velocity gets zeroed out (kind of like I'm getting stuck for a moment). Any chance that was fixed in the final version (digital or physical)?

Thank you for the kind words!

This is such a messed up response to someone who supported your work.

Thanks for taking the time to let me know! I'm glad you liked it so much!

awesome! Thanks for letting me know where you heard about the game.

Controls on keyboard + browser seem broken? For example, pressing RIGHT ARROW moved the mouse down.

Also, the "PLAY" button is hidden for me when not running in fullscreen.

Really fun!

Really clever! I've never played anything like it, and I really enjoyed how much you were able to do with the concept.

I think we have different definitions of what a 1:1 scale means 😁

I'm not sure what I am missing but I can't get passed the first level (I don't jump high enough to reach the blue block)

10/10

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.

No, its a pc game

Thanks so much!

Turned out great! Nice work!

Thanks for playing!

Awesome, thanks1

Thank you!

Thanks! The soundtrack comes with the Game Boy version of the game if you'd like to get the soundtrack and help support the game.

From Below Pocket by Matt Hughson (NES Dev) (itch.io)