My Gameboy Game is Ready for Market
What started as a fun little challenge during a game jam over a year and a half ago, has turned into a rather exciting project. Back then, I entered a competition that challenged developers to create a Gameboy game within three months. I'd previously experimented with GB Stdio to make a few little fun projects that run on the Gameboy but I now wanted to build a full game using the software and the game jam seemed an ideal way to help me focus. Squirrel Falls was the result.
The Beginning
When I first signed up for the game jam, my goal was simple: make something fun and creative within the constraints of the Gameboy's hardware. Those limitations and a double-edged sword - on one hand they can be really restrictive but on the other, they force you to find creative workarounds which is what I love doing.
A Big Decision
I’ll be honest: when Bitmap Soft first got in touch, I was excited but also a bit nervous. Making games has always been something I do because I enjoy it, I was worried if I came on board with them and the focus shifted, would that spoil things at all? Would the shift in focus from personal project to market-ready product take the fun away?
Squirrel Falls Comes to Life
Now, over a year and a half since I first started, Squirrel Falls is officially in production! Seeing it go from a small jam project to a fully-fledged game has been a surreal experience. The amount of time, energy, and love that’s gone into it has really paid off, and I’m so proud of what it’s become.
To make things even cooler, I built a bespoke arcade cabinet for the game! It’s been a fun side project, and it’s perfect for letting people sample Squirrel Falls in a really unique way. I’m hoping to take the cabinet to events in the future.
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