"Weldon" is a procedurally generated roguelike for the Nintendo Game Boy/Game Boy Color developed in GB Studio. This is my entry in the 2021 7DRL. I'm aiming to see what's possible with game boy studio in terms of making a roguelike along the lines of Konami's classic Game Boy hidden gem "Cave Noire". 

In respect to Cave Noire I'm aiming to create an engine that will:

  • produce random-enough map generation to be novel on repeat plays
  • produce a scaling difficulty for repeat runs
  • provide a selectable combat or non-combat objective to individual runs
  • give players the decision to engage with enemies or not
  • enemies move when you move, and you can choose to wait

I'm changing up things by unlocking movement from a grid, making it play more like Superhot-meets-Link to the Past. 

I havent decided on combat yet, though it may involve some kind of diceroll mixed with golf meter type thing, we'll see how far I get this week.

Info for 7DRL:

Start time was 8 AM Saturday March 6th

I'm using some assets from an earlier project, and I did a bit of prep work to get my self setup with tools akin to those available in the python Rogue toolkits.

To my knowledge this project is 100% my own assets other than the text etc provided by GB Studio. I recently added fonts and UI borders from this excellent font package by Jeremy Oduber https://jeremyoduber.itch.io/fonts-for-gb-studio

I have submitted as of 7:45AM Saturday March 13th, check my post mortem devlog if you want to know how I feel I did in this years Jam, Thanks to the organizers again!

Download

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Weldon.gb 256 kB
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WeldonV2.gb 256 kB
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WeldonV31.gb 256 kB
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WeldonV4.gb 256 kB
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WeldonV5.gb 256 kB
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Weldon7DRL.gb 256 kB

Install instructions

Weldon is designed to run on game boy hardware, drop on a flash cart or use bgb emulator

Development log

Comments

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hello je peux retravailler le projet ? 

Is there any release for the Analogue Pocket?

Any possibility of patching a rom for .Pocket?

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Oops sorry for the delay! I will look into it i didnt realize pockets needed patched roms!

Not a problem! Thanks for the effort, I believe it can be exported as a .pocket in GBstudio 3.0, from what I've heard.

Lovely art, especially the surroundings.

I had similar problems with hit/miss mechanics, too.

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Tell me about it, all day with this, i've added a bunch in todays update, thanks for stopping by!

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Maybe i misunderstood the game, but wouldn’t this be a full-on hit?


I noticed that there is a delay from when i press the A button to when the arrow stops.  Maybe this is just a visual glitch and the arrows are not actually aligned?

I am using Firefox 78.8 in Linux, if that matters.

indeed, fixes inbound!

It's quite short. Just one possible encounter. I don't see any procedural generation anywhere, though.

Yah like i said, i have basic procedural map gen working, things got slowed down a bit making the combat less boring and gussying up the art assets, hold tight the roguelike part is inbound