LD32 has been an amazing experience, we set high goals for ourselves and managed to make something decently playable.
Yes, you read correctly. Banana Nana is an actual NES game. We tested it on the real console and it works perfectly. I had plenty of experience coding basic top-down adventure/RPG engines from scratch in 6502 assembly due to some experimenting last year, so I was confident I could do it. My friend Nicolas exceeded all expectations with the awesome graphics he made, though!
Our game’s hero Nana
What went right
The weekend before, we met to brush up our skills. Without this, we couldn’t have pulled off a game of this scope.
Twitch.tv dev stream
We were on the Ludum Dare front page for most of the time and got a substantial amount of interested people watching. That sure kept us motivated to make something great. Thank you so much, everyone!
What went wrong
The game might be playable, but we didn’t manage to add some of the things we had in mind.
There were supposed to be three gorilla boss fights and more extensive dungeons, but all of this simply wasn’t possible within 72 hours. So we decided to keep the gorilla sprite and reduced the dungeon size to one room each where you just collect a powerup for your weapon, the Bananarang, which allows you to access new areas and advance. We also had to give up the idea of implementing a player status bar.
There were also some bugs, most noticably the Bananarang wrapping around screen edges, allowing speedrunners to reach places that should not be accessible early and finishing the game in less than a minute.
Speedruns (thanks, Magmfur!):
Any% (glitch abuse)
Even if it was hard, it’s certainly possible to make an NES Game in 72 hours.
You can watch the development in this time lapse video.
If you like what you’re seeing, why not…
Hope you’ll enjoy.
We decided to continue working on this game after LD. I might stream future development at http://twitch.tv/morphcat
Thanks for reading