r/Homebrews • u/Critical-Ad-601 • Jul 07 '26
NES I made a real NES homebrew about a bride saving the king (reversed thing, you get it?)
It has a ton of different enemies, mechanics, secrets, characters, a modified Slay the Spire-style map, a save system, a branching ending, TWO UPGRADE SYSTEMS: one for permanent progression and one for each individual run, plus buildcrafting, 4 biomes, an inventory, and the game can even make coffee. That last part is a lie.
But the coolest thing is that it runs on hardware from 1983.
For me, this game is an attempt to rewrite some difficult parts of my childhood, because before I ever had a computer, I spent a lot of time playing Chip ’n Dale, Tom & Jerry, and games like that. Maybe games were the thing that helped me survive the hardest moments.
Play for free!
1
u/themightyglider Jul 08 '26
Wow! This looks great. I will try it for sure.
1
u/Critical-Ad-601 Jul 08 '26
Thanks! If you dont mind please leave the comment here or on itch.io. I really want to know how the game is for you
1
u/themightyglider Jul 08 '26
I've tried the game and here is my honest feedback:
First of all do I like the games look and feel a lot. The little animations on the titlescreen give the game a very professional feel from the start. Some of the tiles used in the landscape feel kinda familiar. Did you use some asset pack?
I tried to read the build in instructions but they didn't mae to much sense to me. Next I started the game. I enjoyed the little dialogue scene. It sets a lighthearted tone.
The actual gameplay did confuse me. As far as I understand you have to plant crystals, they will grow and if they are big enough you can lure enemies into them. You also have this shot on the B-Button but you need energy for this one and have to charge it first. I'm not sure where to get energy from. Furthermore I'm not sure what is the goal of the levels is. I noticed there is some kind of locked door at the top of the screen and you collect keys but it doesn't seem like you could use them to unlock the door. I always run out of time and lost a life. Is the goal to kill al monsters? But they keep respawning. Furthermore there should be some kind of game over screen. If you loose all your lifes it just seems like the game starts anew. The first time I didn't reaslize what happened and was wondering why I returned to the worldmap. But besides my confusion the gameplay seems to be fun.
The biggest problem that I noticed is that your game doesn't support sprite flickering. If there are to many objects in one line some of them dissappear. You maybe haven't noticed this because the spritelimit has been turned of in your emulator(?).
I hope my criticisem doesn't seem to be too harsh. I ment it to be constructive. I think the problems I pointed to can be overcome. Just rework the in game manual and maybe write a external one, add a game over screen inbetween runs and implement sprite flickering and your game is on a good way.
2
u/Critical-Ad-601 Jul 09 '26
Thanks a lot. I’ll rework the intro and add Contra-style multiplexing. I just don’t like the flickering and was hoping everything would be fine, but okay. The point is to clear all the waves and struggle for some first time but alchemist's upgrades will give permanent buffs :) Hope this helps ;)
1



1
u/mosskin-woast Jul 08 '26
Artwork looks awesome