could this be ported to real gbc hardware?
Raider Kid and the Ruby Chest
A downloadable game for Windows, macOS, and Linux
Take some time off your family vacations and delve into ancient ruins!
Explore more than 5 different areas full of puzzles and bosses!
Find new equipment and gather all collectables to discover the secret of the ruins!
Game Boy Color-like experience! No need to replace batteries!
Try out the demo TODAY!
Pedro (game design & art)
Lumi (additional art)
Passos (music & sound design)
Release date TBA. Thanks for your patience!
|Platforms||Windows, macOS, Linux|
|Authors||Cacareco Games, passosteps, lumimae, Fabio Picchi, chambers|
|Tags||Exploration, Game Boy, Metroidvania, Pixel Art, Puzzle-Platformer, Retro, Singleplayer, Unity|
|Average session||About a half-hour|
|Inputs||Keyboard, Xbox controller|
Click download now to get access to the following files:
- Alpha is on the way!54 days ago
- Status UpdateDec 18, 2020
- Stone panels and more newsMay 03, 2020
- Steam page!Feb 15, 2020
- Demo version 1.3.0 is live! + NewsJan 27, 2020
- Character redesign!Jan 20, 2020
- Ruby Chest @ Big Festival!Jul 06, 2019
- v1.1.1 - Gamepad support on multiple platformsJun 02, 2019
Log in with itch.io to leave a comment.
Although we are embracing graphic, computational and sound limitations from the actual Game Boy Color hardware as closely as possible, we are developing the game in Unity, so to play it on a GBC hardware we would have to remake it from scratch using a GB developing kit of some sort.
We also break a few rules now and then. For example, the music loops are longer than your usual GB music, which makes the songs less repetitive but also means an increase in file size that would probably not fit in a GBC cartridge. We love the simple aesthetics from the Game Boy era but we also want the game to feel as comfortable as possible to a modern day audience.
To put it short, the amount of liberty we are taking is similar to how Yacht Club Games had when making Shovel Knight.
Really good demo. Looking forward to the full release. Keep it up.
Me gustó el juego, tiene mucho potencial, es simple, sencillo y para toda la familia.
eu quero mais, que jogo incrível man :)
I like the game!
Really nice game. There is true love there :)
Just one thing. Let players configure buttons somehow please.
I was playing it and the default mapping is not the best for my pad
This game is truly charming. I wished it would have been longer though.
I made an entire video about it. I did not delve to deep into it cause I wanted others to also explore by themself. If your interested to watch it, here is the link to it.
We love this game!!! Thank you :)
I love this game and my son loves it too! We can't wait for you guys to finish it!
Great game! Loved everything, very well done, smooth and fun to play. 5 stars!!! Congrats, on my radar for the full version :)
Nice game :) ! It has a lot of humor and great pixel art! Waiting for the whole game.
excellent game that feels like it was inspired by la-mulana. great presentation; i love the interactive logo, the intro cutscene, and the spinning save floppy. really good controls and fun puzzle solving/exploration. i wish its future development well!
Thank you very much for playing our game! You were one of the few to find that secret treasure in which you have to break a brick in the wall while standing on a retractable platform :D
Sorry that the contents of the demo weren't clear, we will update our page to reflect that and also give a hint at what collectables you can find in it xD
We just watched your stream and we were wondering if you were able to play the game with a controller at some point. The intended behavior is that all connected devices should work and I noticed that the UI was using the Xbox controller buttons to explain the game's input. I guess the controller was recognized but the inputs were blocked for some reason. If that is not too much trouble, could you please describe your setup so we can try to reproduce the problem on our side?
I use a standard PS4 controller connected via USB. When I tested the game before that stream, controller support worked fine. During the stream, it didn't work at all for whatever reason.
I tested my controller today and it seems to be working fine. I thought maybe on stream I plugged the controller in after starting the game and that messed something up. But, I tried just that right now and it still worked (the title changed from 'Press Z' to 'Press A').
All that said, I think it might ultimately be a problem with my controller/cord. Lately, it's been disconnecting whenever i jostle the cord. I wouldn't worry about any bugs with the game unless someone else mentions this problem or a similar one. The fact that it's now working convinces me so. Hope this helps!
and thanks for checking out the vid/stream lol :)
Bom dia. Temos uma proposta pra lhe fazer. Favor me informar seu whatsapp ou email
Awesome game, but I feel like there's so much that I missed. I sweeped all of the rooms and came up empty handed. Couldn't swim, and couldn't break the super blocks. In the end, I'm not sure if those powers exist, but looking at your screenshots, they're all there... I'm confused as to whether these paths are available yet or coming? Can't wait for the full game tho.
Hey, thanks Camh! :)
Some of the screenshots are from later parts of the game, not featured in the demo. In the final version you will be able to find tools that allow swimming, breaking the super blocks and other actions.
Although you can't do all these things yet, you get a special message if you find all available items in the demo, so you'll know when you have found 100% of them. Some of them are pretty hard to find, though!
the game is very good. It reminds me of Spelunky. and I would like them to add the 2 player mode, but therefore it is a good job. And they translate the game into Spanish. I am using the translator
Hola Eljonycrazy! ¡Muchas gracias! No tenemos planes de hacer un modo de 2 jugadores, pero traducir el juego al español y portugués es algo que planeamos hacer pronto. ¡Le mantendremos informado!
You could add a Portuguese language and fix a bug when the character dies.
When you press the button to see the map at the moment the character dies the game simply hangs.
But otherwise, the game is wonderful
Oi, muito obrigado pelo comentário! :)
Vamos trabalhar no bug de abrir o mapa ao morrer e pretendemos publicar uma versão corrigida da demo em breve.
Sobre a tradução para português, como brasileiros, certamente queremos isso no jogo. Estamos trabalhando para traduzir os textos da demo e pretendemos publicar essa versão traduzida mais pro final do mês.
Only a little problem: my XBox One controller (plugged via USB) doesn't seem to work properly on the macOS RubyChest demo. I can press/keep A to skip the logo, but at the title screen it doesn't respond anymore. It's written "press A", but pressing A (or any other button) does nothing.
The controller works correctly with most other macOS games I tried (Celeste, Owlboy,...).
After doing more tests it seems to be related to the buttons mapping (I using the default buttons mapping, which works as expected with most games). By pressing the 'z' key on the keyboard I could start the game. When started, the left stick allows me to move, and the left d-pad shows the map. Other buttons do nothing.
Hi, thank you very much for the feedback! I am sorry your controller didn't work :(
Maybe it was a little bit misleading to say that we supported the X360 controller. Actually, our game supports it just in the Windows platform.
For some weird reason, button mappings change according to the controller (even though PS4, X360 and XONE controllers have similar designs, 'Joycon Button 0' maps to different buttons in all of these controllers), the operating system and even according to the way it is connected to the computer (bluetooth or USB, for instance).
This problem might be solved depending on the tools you're using or if you implemented all these possible mappings yourself. As we're using Unity, our possible solutions right now are: use the new Input System (beta), buy a plugin in the Unity Asset Store that solves the problem or figure out all the possible mappings and hardcode them in our game. We have the goal of using the new Input System but we couldn't make it work in time for the demo :(
That said, we'll work hard on fixing this issue as soon as possible and update the demo :) Hopefully, with the new Unity Input System, we will support all sorts of controllers in different platforms!
Thanks for your anwser!
I'll wait for the updated demo then :)
Let me know if you need some help testing it.
Hi Leo! We finally managed to implement our game inputs using the new Input System being developed by Unity. This system is still in beta stage so things might be buggy but, as far as we could test, controllers seem to be working just fine in all platforms (we tested with the wired 360 xbox controller and the wireless DualShock 4).
Please let us know if your gamepad is now working :)
Unfortunately the xbox one controller still isn't working properly in the latest demo: 'A' button doesn't work, so I cannot even get past the first logo. Btw it seems that the keyboard controls are disabled when a pad is connected. I tried disconnecting the joypad and I could get past the logo. If I then plug-in the Xbox controller, I can see that only a few buttons seem to do something: moving the left stick to the right makes the player go down. And that's it. Other keys don't seem to work properly.
Has the Xbox support been tested on macOS (Mojave)? I can do more testing if you need it.
Weiter so! Tolles Spiel
Keep up the good work! Great game so far!
A neoretro Metroidvania with Gameboyish flavour... I love it <3
Awesome game! Great fun.
Also, how did you get a Unity project into an exe file?
Hi, thank you for playing our game! Glad you liked it :)
As for the '.exe', we basically created a self extracting executable. We tried to use 7z ,as it is free (as in freedom) software, but it was a bit hard to get it working so we ended up using winrar, as suggested by this guide. For Linux we used http://makeself.io/.
Finally, we couldn't find a way to do this for macOS so we just went with the zip file. Probably it didn't make sense to make an installable '.dmg' just for a demo.
Many thanks for sharing. Well worth the effort, it is definitely more user-friendly than the default Unity folder structure. Best wishes for your game.
I heard good things about Inno Setup, it's also completely free.
Inno Setup seemed great but, as far as we could understand, it was designed to create installers and we wanted our .exe file to simply run the game without any installation process.
Ah Okay, the only issue I had with your exe file was, my antivirus literally screamed and advised to destroy your file immediately. It may scare some people off. ^^
(I don't have any anti virus at all. I use the standard windows defender.)
This has such a satisfying retro feel to it! Nicely polished as well. Definitely excited for the finished game.
This is really good! Solid level design and pacing. The narrative and humor is on point for me. Really looking forward for the full version! :D
The nostalgic feel of the pizel art is spot-on!! Takes me right back to the Game Boy era! <3
Fun times in the temple. Somehow I think the Ruby Chest should probably not be opened though. :)
Oh my˭̡̞(◞⁎˃ᆺ˂)◞*✰, I got nostalgic when playing this game. It reminds me of those old school game boy platformer games. I'm amazed by how much SECRETS you can hide in this cute game. I couldn't even find all of the secrets! Tho I manage to find all the hidden doughnuts, I still couldn't get pass the water. Exited for the full version! (╯✧∇✧)╯
Very nice! Loved the Metroidvania-meets-Kings-Valley atmosphere., tight platform controls and pixel graphics. Really anxious to see the full version :).