This is a light, first person dungeon crawl game. Fight monsters, collect treasure, and search through 5 levels to get to the dungeon keeper.

Easy mode: 9 lives

Hard mode: 1 life

Included are .gb and .pocket files for GB emulators and the Analogue Pocket.

Controls

  • North - Up Arrow / W
  • South - Down Arrow / S
  • West - Left Arrow / A
  • East - Right Arrow / D
  • Interact - Alt / Z / J
  • Inventory - Enter
  • Stats - Left Shift

Credits

Built with GB Studio: https://chrismaltby.itch.io/gb-studio

Plugins: https://github.com/pau-tomas/gb-studio-plugins

Music

Fantasy - .modPack 01 by AJ Booker

Sprites

Some backgrounds based on work found here: https://jojoruteon.itch.io/super-gbcrawler

Title screen is a modified version of: https://opengameart.org/content/castle-in-the-dark

Items: https://www.kenney.nl/assets/1-bit-pack

Icons: https://mrmotarius.itch.io/mrmotext

Font: https://github.com/mxashlynn/gb-studio-fonts

Thanks for playing!

Download

Download NowName your own price

Click download now to get access to the following files:

pocket-crawl.gb 1 MB
pocket-crawl.pocket 1 MB

Development log

Comments

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I'd like to make a game like this, but I'm a complete beginner at GB Studio, would you mind explaining how you made this game? also, very nice game

Thanks so much for playing.

If you are a complete GB Studio beginner, my first bit of advice is to try making something simpler first to get familiar with the tool. You can probably, maybe make this type of game just using the visual scripting in GB Studio, but it would take a long time!

My second bit of advice is join the GB Studio Discord server and learn to love the search feature.

This game heavily relies on GB Studio custom script events that I wrote to load level layouts, loot placement, monsters stats, and really all kinds of other stuff. I also used plugins that others wrote.

Basically this game has a scene for every room layout, a title scene, a shop scene, an inventory scene, a battle scene, a game over scene, and a win scene. There are very few actors, triggers, or colliders. Just lots of scripting and game state tracking.

If you have more specific questions, I may be able to help. But that's the high level look.

got it, thanks for the reply