Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)
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Hello everybody (first post -> hurray!),
now my feedback to this game:
I really *love it*. It really catches the old Ghosts'n'Gouls feeling.
And the 5 lives feels much fair and balanced than the GnG.
In my emu, the movement feels snappy and clean and I can't wait to try it on real hardware.
Now the thing, which really made me love this game are the little secrets like this:

It really shows love to the detail, which I appreaciate.
Thanks,
Matt
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Hi Matt,
thanks for your feedback. There is also a physical release planned. You can find further information here:
https://www.nexgam.de/forum/thread/9410 … ty-aktion/
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Very cool game!
After all the effort players will need to beat this, it would be fair to give them more than a simple "Congratulations" message as an ending.
Set memory address $C0AB to $FF and never run out of hearts. ![]()
Is the version linked in post #47 the final release?
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Hi Jonas,
the final screen is nothing special but I run out of memory and I wanted to fit everthing into 64kB.
Yes, its the final release.
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My friend had a DDR produced (eastern germany) Robotron 1715 computer with black-green alphanumeric 24(?)x80 CRT screen. There were some weird games, one of them was called "gvozd", was just a line of T letters at the bottom line of the screen (80 T letters), and at the top line was very fast moving inverted space character which looked like a solid block. when you press space, that block "falls" down onto the letter T below and it turned into underline. I guess, that should symbolize a hammer hammering a nail. The game was VERY hard, because any single miss was a fail of the whole game, and block moved faster each time you hit the T. Once we played it for a very long time, because we really wanted to see, what happens when you win. And finally we did! And... It said... "prize game".
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ah. and i also wanted to give you advice: you can make menu and last screen more "lively", if you make them as a part of a level. i mean level engine might move rippers or other characters above menu. make something like a "parade", for example. that might even shorten the code. many games use that trick, say dizzy: https://www.youtube.com/watch?v=tLycESojiCU (the first few seconds of the video after the loading titre)
Last edited by toxa (2020-12-21 09:45:36)
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Well, maybe the ending is just another reference to Fortress of Fear? That game is also known for simply showing you a text message to inform you that "your quest is successful" once you've gone through the trouble of beating it. ![]()
Anyways, good job squeezing this into 64K without using assembly.
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Hi,
yes it can be seen as a reference to Fortress of Fear. I think for my next project I will put more effort into the title and end screens.
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