Thanks for the advice!
Papalla021
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Thanks! Yeah, you’re right — it is a bit frustrating having to reread all the text every time just because you pressed the wrong action. That’s kind of the downside of trying to come up with a different design instead of using the more common point‑and‑click verb interface. And with the limited buttons on the NES controller it gets even worse, obviously.
Maybe a Mother‑style menu could’ve made things simpler, but I was afraid it would feel too out of style — too RPG‑like, with pauses to choose what to do, etc. I preferred keeping it a bit more immediate.
I’m not sure if I should call the experiment successful, but I’ll definitely keep studying it.
Thanks! Yeah, I couldn’t quite replicate the scrolling used there, because when I moved in 8‑pixel steps it created a really ugly effect, with the character doing weird little jumps back and forth. So I went with slightly larger increments to make it feel cleaner, but honestly it still doesn’t fully convince me either.
Thank you so much! I’m really glad you liked it, and that it triggered that kind of reaction 😆.
Yes, that screen is definitely the toughest one because you’re surrounded, and I realize the aiming is kind of the game’s weak point. Since I wanted to emulate the original console’s joystick, which only had one action button, I had to use the Up key for jumping, and that ended up limiting the aiming options. Maybe there’s a better way to handle it though.
Anyway, thanks! I’ll try yours soon as well.
Thank you so much! I do feel a bit guilty for how I handled the theme haha, but when I realized I was going to waste too much time on the character creation it was already too late to start another project. So I just waited to finish it, and by then I had very little time left to make the actual game lol






