The Wicked Sorceress Grenda and her Evil Legions have kindnapped the Kind Prince Gaston and trapped him in a dungeon. You take on the role of Brave Hero Hank who must traverse the dungeon and obtain the Mighty Boomerang, then use it in various ways to overcome Grenda's diabolical maze.
Okay, in reality the dungeon is mostly empty as the game ended up being very unfinished. Some basic mechanics are there and it's playable from start to finish so you can hopefully get an idea of what I was going for.
- Move: directional keys
- Throw boomerang: A
- Keep boomerang in place: Hold A after throwing
- Quit: Escape
- Made by Veralos
- Made with GameMaker: Studio
- Sound effects made with Bfxr
- Music made with Beep Box
Fun gam, very zelda-ish!
Too bad most of the rooms are useless, as they're pretty empty; also you basically just get keys to open a door. :T Was cool nonetheless!Submitted
Sorry the game is so empty. I had a busy weekend but still wanted to submit at least something after backing out last time. In hindsight I probably should've gone for a simpler concept. Anyway, I'm glad you liked what was there.
About the keys: The first one is just there to show how keys (and locked doors) work. The four rooms with keys close to the central room are there to introduce picking up stuff (including keys) with your boomerang, as well as to show that different coloured keys open different coloured doors. You can take any one of the four routes first so I had to repeat a similar setup four times. The rest of the keys are in rooms I didn't get time to add stuff to, so yes they're fairly pointless.
Music is good. The idea is interesting because the boomerang in the first Zelda game is already one of the most diverse and useful tools in the game. You did manage to add a couple new uses which were teleporting to the pads, and holding the boomerang out, which I think was my favorite part. Would have been really cool if it could have been finished.
Nice work on the screen transitions, I've done similar transitions and they can be trickier than you might think to pull off well, especially if you have the screens as separate rooms in GM.
P.S. Just realized why you might have chosen "A" as the throw boomerang button. You clever you, pulling my nostalgia strings...Submitted
Yeah, I think being able to hold the boomerang in place could have been an interesting mechanic. Unfortunately you only ever need to use it once with the current state of the game.
The screen transitions were definitely an interesting challenge. I've done games before where the screen changes instantly (using a room for each screen) so I thought I would give it a go. It actually uses a single room, though that does lead to its own challenges such as manually deactivating and resetting objects depending on where the view is focused.
Hey, fun puzzle game, obviously reminds me of Zelda. There is a ton of stuff you could do with a boomerang, and it looks like you just scratched the surface of your ideas. Good Job!Submitted
That's one hell of an empty dungeon indeed! And the ending was pretty funny too.
Like Rohbert I was wondering why you left so many empty room, then I noticed the shape of the dungeon :D
Anyway good music, for the rest I really hoped there was more, I'm sure it would have been good.Submitted
Why so many empty pointless rooms? The graphics were ok as were the sounds. But a little more gameplay would have been cool. The final witch boss was too easy. But I do like that you stuck to the theme very nicely though. Boomerang feature was very nice.
As I mentioned in the description the game is unfinished. Generally when I make a game with a single large world I like to design the overall layout first and fill in the details later. It's just that this time I didn't get very far with the second part.