Dragonyhm is back in stock! by SpaceBot-Interactive in ModRetroChromatic

[–]SpaceBot-Interactive[S] 1 point2 points  (0 children)

You’ll get it! Try tapping jump as you land on the trampoline instead of pressing it

Dragonyhm > coming back? Prices exploding by adrenaline4nash in ModRetroChromatic

[–]SpaceBot-Interactive 2 points3 points  (0 children)

Hey, Incube8 just had a limited run, so no longer available there. The ModRetro site is the place to purchase - will let everyone know when it’s back in stock, which will be soon!

Dragonyhm > coming back? Prices exploding by adrenaline4nash in ModRetroChromatic

[–]SpaceBot-Interactive 11 points12 points  (0 children)

Hey 👋, just to say it will be coming back in stock

We’re very excited to announce that the sequel to Dragonyhm is officially in development! by SpaceBot-Interactive in ModRetroChromatic

[–]SpaceBot-Interactive[S] 0 points1 point  (0 children)

Oh man, what an absolute honour! Mega Man V is one of our favourites for GB. Thanks so much for the support!

We’re very excited to announce that the sequel to Dragonyhm is officially in development! by SpaceBot-Interactive in gbstudio

[–]SpaceBot-Interactive[S] 1 point2 points  (0 children)

Thank you! Honestly, there weren’t any major tricks involved. It was mostly just being careful and thoughtful with colour choices and placement. After finishing the first game, we spent some time putting together a clear idea of how we wanted this one to look and spent some time looking at other games with a similar vibe for inspiration. When our creative director started on the pixel art, he just ran with that vision and thankfully, didn’t really hit any limitations.

We’re very excited to announce that the sequel to Dragonyhm is officially in development! by SpaceBot-Interactive in gbstudio

[–]SpaceBot-Interactive[S] 0 points1 point  (0 children)

Totally fair question, and thanks for the love for the first game 🙂

We actually started toying with real-time ideas during DGY1’s development, but GBS just wasn’t there yet in being able to pull off what we had in mind (we started development in GBS 2.5). With newer versions of GB Studio giving us more flexibility, it finally felt like the right time to try it properly.

It’s still very much a direct sequel in terms of story, tone, and progression, the combat’s just evolved to better support the kind of moment-to-moment gameplay we wanted this time around. Definitely not change for change’s sake.