By the time you read this, Gemstone Keeper will be available for purchase on the Nintendo eShop in most of Europe, as well as Australia, New Zealand, Canada, Mexico and the United States!
Gemstone Keeper is an action twin-stick roguelike shooter where a brave explorer can traverse a large and mystical cavern to search for rare and precious gemstones. The deeper an explorer goes into the caverns, the more valuable gemstones that can be found, however at the risk of facing more of the dangerous and hostile creatures that live there, including creatures that are larger than life.
Armed only with a gun, explorers must break through rocks to collect minerals and gemstones and fight off the creatures, and find the portal that can help them go back up to sell what they collect or go further down.
Gemstone Keeper uses ASCII art in both a pure and diverse form, as almost every part of the game’s look come directly from text and symbols while very loose in form. The weapon and bullet system is fully interchangeable, over 150 gemstones to collect, several creatures and bosses, different game modes and a soundtrack that echoes through the open spaces in-between the rocky walls. Gemstone Keeper is the shooter that is both fun and eerie.
It is honestly just crazy for me to think that back when I started making games nearly 10 years ago, I wanted to make video games for one of the big consoles, and now I have achieved that goal! Any and all feedback will be great, and I’m just thankful for everyone who has helped in some way, from the SFML team for being helpful for technical issues I had, Vincent Rubinetti for coming on to produce the brilliant soundtrack, to Ironbell for reaching out to me with the idea of working together to bring SFML to the Nintendo Switch.
I’ve managed to play and vote on over 80 entries so far, and while there is still a week left of voting, I thought I’d show my five favourites thus far, as there have been many developers who have pulled off interesting and creative ideas based on the theme, and this LD had a really good theme.
Very well polished game that combines vertical space shooting with racing, while tracks can eventually get repetitive there is a really good challenge with multitasking between going along the track and shooting down enemy choppers and the like.
One extremely good looking boss battle, I love my bullet hells and this one was both easy to jump into but hard to beat, but actually succeeding is very worthwhile!
As soon as I saw this gameplay gif, I was immediately reminded of an entry back in LD31 called Screen Mover. I definitely like to say this game definitely expands on the concept of your game window having an effect on the gameplay, and seeing a real window move around on the screen is captivating to me.
Some really nice low-poly graphics at work, this game does an interesting job at controlling flight that takes some getting used to, but feels great once you get the hang of it.
BlobWall by Sophie Houlden
It’s a shame that it doesn’t look finished (and I cannot rate it on any category) but out of all the entries I’ve seen which imitates the “Hole in the Wall” game show formula, this is probably the best executed one by design. Not to mention the camera work is brilliant, showing the perfect angle for each wall and position of the player.
You can go play (and rate) my entry Spinstar here. Have fun!
I’ve been looking at a few ideas I already have and I’ve decided on the game I’m going to make. So I announce the next game I’m making is:
Siegfried will be a fantasy/steampunk themed scrolling shooter. At the moment I’m going to make this game (or at least a prototype) in XNA and maybe transfer it over to another engine or make my own to make more features in it and bring it to other systems (e.g. Mac and Linux).
I’m currently trying to set some information down on what I want the game to be like and setting up the developing environment. I’ll also see about getting some temp artwork and tracks to test out everything.