Weldon
"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!
Status | Released |
Platforms | HTML5 |
Rating | Rated 4.5 out of 5 stars (4 total ratings) |
Author | BBoth |
Genre | Adventure |
Made with | GB Studio, Piskel, Tiled |
Tags | 2D, Seven Day Roguelike Challenge, Dreams, Game Boy, Game Boy ROM, gb-studio, Hack and Slash, Procedural Generation, Roguelike |
Average session | A few minutes |
Download
Install instructions
Weldon is designed to run on game boy hardware, drop on a flash cart or use bgb emulator
Development log
- 7DRL Release Post MortemMar 13, 2021
- Small OneMar 11, 2021
- Fit and Finish (i'm not done... its the topic.. read on)Mar 10, 2021
- Oh man my brain hurrrrts...Mar 09, 2021
- Rough Combat System CompleteMar 08, 2021
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?
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.
Tell me about it, all day with this, i've added a bunch in todays update, thanks for stopping by!
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
Did those updates ever happen?