Agewalker by Tom Robson
A 2D action-adventure game inspired by the NES and Gameboy classics! ! SubmissionShot_OpenningClearing.PNG
Play through the opening areas of a grand adventure, where you, the legendary hero, have to save a world that died long ago!

Explore the world, go off the beaten track, uncover new abilities, and more!

The game offers anywhere between 5-15 minutes of gameplay, depending on how you play.

All programming, art, animation, level design, ect was done by me, while the music was sourced online. For more details on the music sourcing, and credits, check the games itch.io page.
| Youtube | https://tomrobson.itch.io/agewalker |
| Original URL | https://ldjam.com/events/ludum-dare/46/agewalker |
Ratings
| Overall | 666th | 3.729⭐ | 37🧑⚖️ |
| Fun | 835th | 3.514⭐ | 37🧑⚖️ |
| Innovation | 2016th | 2.853⭐ | 36🧑⚖️ |
| Theme | 2414th | 2.691⭐ | 36🧑⚖️ |
| Graphics | 639th | 4.014⭐ | 37🧑⚖️ |
| Audio | 896th | 3.353⭐ | 36🧑⚖️ |
| Humor | 1313th | 2.766⭐ | 34🧑⚖️ |
| Mood | 1095th | 3.456⭐ | 36🧑⚖️ |
| Given | 30🗳️ | 42🗨️ |
I enjoyed the graphics, Ive been wanting to make a gameboy style game for a LD entry for ages, this is exactly why. The boss in the top level looked great too, really solid pixel art. And not to mention theres so many details in this game, like the fact the boss (or at least the 1 boss I did find) actually has multiple attacks and parts to the battle, that was cool to see and added a lot of challenge. And other details of polish, like holding E speeding up the text, just good overall gamedesign. Its good to see a game that has so much effort put into law and world building too. I wonder how big the entire game map is as well? Seems quite large! I definetly didnt have time to see all of it.
Also, I'm impressed you've managed to build a world this big AND managed to create a boss fight within 72 hours.
Everything seems so polished here including the gameplay, the music, the sound effects, the art, the story!
Greato Jobu! :smile:
@phoenix-fireflower Thanks! I'm glad I managed to get the gameboy aesthetic right, I wanted to experiment with a new art style for the jam, so I'm happy I pulled it off!
@god-colo Thank you so much! I wanted to make sure the gameplay and art were as polished as they could be - though there's plenty more polish I want to do post-jam! :)
But that being said, this is a nice and polished game, that's very impressive for an LD jam :smile:
@azathothep Thanks! I'd actually intended for combat to only really happen from the sides, but I can see why it might be frustrating given how the levels are designed. I'll be sure to try to work on it some more post-jam! And yeah, the HP bar is definitely a weak point. I wanted to improve it during the jam but didn't have much time beyond having empty hearts be filled in black, so it's a little bit easier to see how much damage you've taken. it's not perfect though, and I'm totally going to polish it up post-jam as well! Thanks for your comment, glad you enjoyed!
Overall, still a really solid game, well polished and fun to play!
I think you absolutely nailed a special mood there, it really threw me back to the old days of playing Gameboy!
Maybe it could improve by having the transition between scenes a bit quicker and the text typing skippable, but that's just my personal preference.
Anyway this is really great, amazing work!
But... err... I think this doesn't deserve the theme really well... Yeah, there this story of keeping hope alive but there's nothing that let you see that, apart of the end text. And, sorry but all I see is a Link's awakening mechanic (more than just a tribute) and just "try not die" is a bit too vague to match, in my opinion, enough the theme.
Your game is really cool, really polished and great graphics though ! And I had fun playing it :)
@superpatch Thanks for the feedback, I'm really glad I got the mood right! I did add an option to speed the text up a little, but I've noticed myself that really it doesn't do much for longer pieces of text, so i'll definitely go about adding a full on skip! And yeah, speeding up the transitions would be a nice addition! Thanks again!
@inkedsplat Thanks for the great advice! Truth be told, art isn't my strongest suit, so while I'm happy with the individual sprite-work, I 100% agree that there's room to improve on the actual practical applications of it all. I'll definitely keep experimenting and trying to get it right as I keep developing it further!
@wegpast Thanks for the input! I'm glad you enjoyed it! I wanted first and foremost to make something fun, and to work a bit on my graphics. So, the theme being less of a focus is absolutely something I agree with. I still like the idea overall, but agree that I could (and should) have done more to express that story to the player! And, I'm actually quite curious: what's the Links Awakening mechanics you're referencing? I'm ashamed to admit I haven't actually played it! So any tribute or reference or what have you is pure coincidence haha!
See me slaying slimes and ghosts:
https://youtu.be/Zsu2znXPSK8
PS: I opened and closed the game 3 times because I tried almost everything to move forward in the dialogs and I thought just the game froze. But then I saw you wrote instructions for it.