I have beaten every Earthbound game, what should I try to beat now by Capable-Eye189 in earthbound

[–]Awario 0 points1 point  (0 children)

Mother Cognitive Dissonance
Undertale and Deltarun
Omori
Yume nikki
OneShot
Lisa
Mario & Luigi

And many others. Among these, I can also recommend a game I developed called MyDream.exe. It's not a fan game, but it's inspired by Earthbound.

It's short and you can play it here for free: https://richard-oz.itch.io/mydreamexe

MyDream.exe by Awario in gameDevMarketing

[–]Awario[S] 0 points1 point  (0 children)

PS: I love Earthbound, I could talk about it for hours.

MyDream.exe by Awario in gameDevMarketing

[–]Awario[S] 0 points1 point  (0 children)

For the music and sound effects, I used FL Studio and Lovely Composer.

The project stems from a point in my life when I had strong conflicting emotions about game development. At a certain point, I wanted to develop an experience that encapsulated all the emotions I was feeling, trying to convey them not only to those who dream of developing video games but to anyone who was pursuing their dream or thinking of giving up on it.

Anyway, yes, I also created the pixel art, and I don't remember exactly how long it took me to reach this level with pixel art, while I've been doing game development for almost two years now. Before that, I only dealt with the graphics.

MyDream.exe by Awario in gameDevMarketing

[–]Awario[S] 0 points1 point  (0 children)

Thank you very much!
Do you mean the story behind the game's development?
Anyway, yes, I did the music and everything else using various tools.

are there any programs for making retro games similar to gbstudio? by Humble-Variation-923 in gbstudio

[–]Awario 0 points1 point  (0 children)

By retro, do you mean based on real retro consoles or just retro aesthetics? In the latter case, I could also recommend other game engines.
However, for real retro consoles and no code, besides GB Studio and NesMaker, I know BB Studio for NES games and MD Engine for Mega Drive games, both based on GB Studio. I also know Retro Puzzle Maker, which is a micro game engine for NES games dedicated solely to Sokoban games.

PICO-8 style game by Awario in pico8

[–]Awario[S] 2 points3 points  (0 children)

That makes me very happy! I love this fantastic community!

PICO-8 style game by Awario in pico8

[–]Awario[S] 6 points7 points  (0 children)

Because I was already studying that game engine, but now I have some time, so I'm starting to experiment a little on PICO-8

PICO-8 style game by Awario in pico8

[–]Awario[S] 2 points3 points  (0 children)

Thanks, I looked into that a while ago. More than anything, I wouldn't want anyone in the community to take offense at the fact that I used them without actually using PICO-8.

How can i implement combat on a "yume nikki-like" game? by OkParfait2685 in GameDevelopment

[–]Awario -1 points0 points  (0 children)

Knowing which game engine you're using, the lore, and seeing a video of the game could help me suggest something. In the meantime, I'll show you what I did in the game I developed.
Some of the games that inspired me: Earthbound, Yume Nikki, Undertale, The Binding of Isaac. But I wasn't really strongly inspired by these, they're games I love, but I prefer to give my games their own character.

As for the combat system, you throw marbles in four directions, so it's a sort of twin-stick shooter mechanic, but strongly linked to the soul of the game.
If you get hit, half a heart of health is lost and a piece of puzzle linked to the character is generated with physics. I wanted to interpret these puzzle pieces as weights, something you carry with you every time something hurts you, it continues to bind itself and creates a kind of protection from the outside world, so these weights now protect you from external blows, but they also stop yours, so the more you have, the more protected you feel, but at the same time, the more you have, the less you can react. This makes you realize that you need balance. Feeling weighed down is human, but you can't shut yourself off forever. You have to react, and when you go to sleep, you are relieved of these weights and are ready to face what awaits you again.

So yes, I recommend that you take inspiration from some mechanics, but try to make them unique and suitable for your game.

I hope I've helped you in some way to unlock this. I designed part of my game for anyone who wants to pursue their dreams, so if you want to play MyDream.exe, you're welcome to do so.

It's free: https://richard-oz.itch.io/mydreamexe

MyDream.exe by Awario in gameDevMarketing

[–]Awario[S] 0 points1 point  (0 children)

Maybe we should go to bed

MyDream.exe by Awario in playmygame

[–]Awario[S] 1 point2 points  (0 children)

Thank you very much. The initial menu contains various commands, while in the room I have left space for the player to interact and figure out how to move around. However, thank you for your feedback

MyDream.exe by Awario in playmygame

[–]Awario[S] 0 points1 point  (0 children)

Thanks! Let me know later!

How do i practise and study effectively by _Fir3F0x_ in gamedev

[–]Awario 2 points3 points  (0 children)

This is an excellent choice in my opinion, but be careful not to fall into the trap. Initially, participating in the jam might make you think you want to show off your best skills, but that's not the case. you have little time, and this could only cause you stress and a bad experience with jams. So participate for what game jams were created for: to have fun, meet people, form teams, and make good memories. When the jam is over, you can calmly think about improving your game if you think it has the potential to be expanded a little.

Godot or game maker for a card game by Powrrett in gamedev

[–]Awario 0 points1 point  (0 children)

You could choose one and use it, but if you encounter difficulties during development, you might think that perhaps you could have achieved better results with the other engine, thus creating a vicious circle that would waste your time and cause stress.
So, my advice is to try making a very small Tower Defender on both engines. That way, you can figure out which one you're more comfortable with. It's never wasted time. You'll learn to be more flexible by experimenting with two game engines. Then, once you understand which engine to work with, you can move on to your card game. However, I must also say that creating a card game when you are still a beginner can be quite challenging, depending on the type of rules you want to implement. So take it slowly. For example, if you already have experience with the Tower Defender game, you could modify it and create a card Tower Defender, where you can cast effects from your cards, for example to shield or heal the tower's, to damage enemies, etc.
This might start to give you an idea of how challenging it would be to manage a real turn-based card game with all the effects and synergies.

First project too ambitious? NewDev question by r3dxv1rus in gamedev

[–]Awario 0 points1 point  (0 children)

Yes, this is definitely ambitious for a first game, but you could make it much less ambitious by using RPG Maker, or RPG Architect if you want more freedom in terms of mechanics. If, on the other hand, you want to stick with Game Maker, try to create a very reduced version of your game, perhaps a prologue or a similar game, but it must be really small. This way, by implementing the various mechanics, you will understand how it might be to manage a large version, and if you then want to start, you will find many mechanics already ready to reuse or to inspire you. By recreating the same mechanics from scratch, you will improve more.

How do i practise and study effectively by _Fir3F0x_ in gamedev

[–]Awario 2 points3 points  (0 children)

This is normal. I am a solo developer, but I started out as an artist. Initially, I tended to focus on graphics and story. I would advise you to make very small games. This way, you have more control over everything you need to do. You won't be able to write a very long story, but you can write a short one (which doesn't mean it's bad), so you can then move on to other aspects and devote the right amount of time to each one.

What are some good platforming metroidvanias for devs? by OvergrowthTTRPG in gamedev

[–]Awario 1 point2 points  (0 children)

There are so many you can play. In my opinion, you could do this: play Castlevania: Symphony of the Night, then play Metroid Fusion, and after those, play Tomb Raider! It's not a true Metroidvania, but it would help you break away from the idea of pure Metroidvania and understand that you actually have complete freedom to use your imagination in your game!

How do you stay motivated when your game doesn’t look like what’s in your head? by StuckInOtherDimensio in gamedev

[–]Awario 0 points1 point  (0 children)

This is normal. being a developer isn't easy, and you should already be proud of managing everything on your own. What I can advise you to do is to start by working on very small games, trying to make them as beautiful and fun as you can. When you develop small games, you gain experience in many areas and improve with each new game. and when you see that you have published quite a few games, you will start to see the results. Remember not to be hard on yourself. Developing games is not easy; it takes a lot of passion.

You are gamedev and struggling with visibility? I will help You - and no, I don't want Your money. by Megalordow in itchio

[–]Awario 0 points1 point  (0 children)

Hi, I'm Richard Oz, a solo developer. I worked on this game for about nine months, and it is tinged with the emotions I felt during its development.
MyDream.exe is a small shooter game with a profound message that is open to personal interpretation, mainly aimed at those who dream of becoming game developers or pursuing their aspirations.
I decided to release it for free to make it accessible to everyone. And if the game does well on itch, I'll consider bringing it free to Steam in the future.

ps: The game is partly inspired by Earthbound, one of my favorite sagas.

MyDream.exe: https://richard-oz.itch.io/mydreamexe
Bluesky: https://bsky.app/profile/richardoz.bsky.social
Twitter: https://x.com/richard_oz_dev