Swords & Runes: NES Homebrew RPG

Started by M-Tee, February 05, 2016, 08:13:12 pm

Previous topic - Next topic

M-Tee

February 05, 2016, 08:13:12 pm Last Edit: February 07, 2016, 07:33:48 pm by M-Tee
For those that don't peruse the NA forums, I'd like to start discussion of this here. It was programmed by NA forumer, user, and was the first game released from Sole Goose Productions (who is now working on his second release, a 2048 clone from the same programmer).

The game features a minimalist graphics style, which I find appealing in the same way that table-top RPGs are, as it leaves a lot to the imagination.



Its battle system is unique, in that you have a short time per character's turn to input a button combination to choose your action. The combinations are shown on screen through the use of symbols.

Although they did some limited and numbered editions with different packaging, the standard version has just recently been released.

I actually illustrated the cover art, and designed the packaging, logo, and manual cover for this.









btw, I inquired about a Famicom release, and SGP said that he'd love to do one, but without a source of new boards and cart shells, the upfront costs would be too high. However, if anyone's interested in purchasing an NES copy, they're available for sale here (NA) and here (FB).

As for the art, I'll be selling posters of the artwork probably next month (same as my Pyronaut posters), if anyone's interested in those as well, PM me or reply here.

So, what do ya'll think?

Have you been following this title? Is this the first you've seen of it? Thoughts on the gameplay / packaging?

L___E___T

 



I had a look, but heads up your links look funky/broken :)
My for Sale / Trade thread
http://www.famicomworld.com/forum/index.php?topic=9423.msg133828#msg133828
大事なのは、オチに至るまでの積み重ねなのです。

M-Tee

February 06, 2016, 09:05:11 am #2 Last Edit: February 19, 2016, 07:41:35 pm by M-Tee
Thanks. Fixed em. Was jamming quotations marks into them. Seems it's been too many weeks since I've been BB Code posting.

Oh, here's a pretty solid video review as well.

chowder

Your artwork is top-notch, as always, but the game itself is a bit... meh.  Just my opinion, I know how much work goes in to NES development, but there are too many titles over at NA that get thrown on "limited edition" carts just to make $$$.  No offence meant to anyone involved :)

zmaster18

Omg your art is great. Seriously, that looks very authentic. Waaaay better than the 'flash animation' style of art you typically see from indies.

Great job, I also liked the art for the other game you're working on. Pyronaut, right?

Zycrow

I watched a video review of this sometime last year - seems like a pretty solid RPG, and I do like the minimalist graphical style.

Your artwork is top notch. The cover art in particular reminds me of the original illustrations that accompanied a lot of the Nintendo Power strategy guides I had growing up. I'm not sure who that illustrator was, but NP used him or her for a ton of their content back then. (Pretty sure it was the same person who drew their Super Metroid comic.)
Favorites: Castlevania, Metroid, Namco 18

M-Tee

@all
Thanks, I really enjoyed doing the artwork after having done so much scifi work lately.

Quote from: chowder on February 11, 2016, 07:56:01 am
Your artwork is top-notch, as always, but the game itself is a bit... meh.  Just my opinion, I know how much work goes in to NES development, but there are too many titles over at NA that get thrown on "limited edition" carts just to make $$$.  No offence meant to anyone involved :)


I'm glad you dig the art. However, I can assure you that $$$ is actually ¢¢¢ when you calculate the amount of time required to do this stuff and the number of people involved. If anyone were out for $$$, they'd be better off working retail.  :)

If what's released is buggy or unfinished (and sometimes it is), I totally agree with you. But this is a solidly-coded, small-but complete-game with a fun story, and a creative approach to developing an RPG (without putting in years of development, like the rather amazing Legends of Owlia).

I can totally understand how the particular approach may not appeal to everyone, and even then, perhaps just a niche group, but even if the presentation (from a handful of hobbyists learning secondhand in their freetime) isn't what you'd expect from a commercial release (from a team of developers in the system's heyday), I find it hard to comprehend any gaming fan being bothered that there's a market that encourages people to go out of their way to program games for retro systems instead of just using gamemaker or whatever.