Witch n' Wiz - Puzzle Platformer

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Goose2k
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Witch n' Wiz - Puzzle Platformer

Post by Goose2k » Sun Mar 28, 2021 10:11 pm

Image

Genre:

Turn-Based Puzzle Platformer (e.g. Fire n' Ice, Catrap, etc)

Technical Details:
Status:

In active development. Most of the core puzzle gameplay is implemented, but still need to design 60+ puzzles. I also need to do all the stuff outside of the core gameplay (cutscenes, story, ending, boss fight, credits, etc).

Estimated release date: End of Summer 2021.

Planned Features:
  • 100+ Levels
  • New puzzle mechanics every 5-10 levels
  • Battery Save
  • Rich, interactive story telling
  • Rewind ability, to undo previous moves without restarting the entire puzzle
  • Art by Kenneth Fejer and Zolionline (and more!)
  • Music by Tui
Physical Cart Plans:

My plan is to release a full CIB version of Witch n' Wiz through one of the major NES publishers if possible. Unlike my last game, From Below, this will not be limited (although there may be limited editions).

Development Screenshots:

nes2_gameplay_march_forest.gif
nes2_gameplay_march_forest.gif (680.42 KiB) Viewed 2744 times
nes2_gameplay_march_clone.gif
nes2_gameplay_march_clone.gif (559.35 KiB) Viewed 2744 times
nes2_gameplay_march_key.gif
nes2_gameplay_march_key.gif (540.66 KiB) Viewed 2744 times
nes2_gameplay_march_gravity.gif
nes2_gameplay_march_gravity.gif (474.81 KiB) Viewed 2744 times

Compo Version:

Witch n' Wiz was submitted as part of the 2020/21 NESDev Competition. That build of the game can still be downloaded and played on itch:

https://mhughson.itch.io/witch-n-wiz

You can read all about the development of that version in the compo thread here:

http://forums.nesdev.com/viewtopic.php?f=36&t=21665

Social Media:
Last edited by Goose2k on Sun Apr 04, 2021 9:51 pm, edited 4 times in total.

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Goose2k
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Re: Witch n' Wiz - Puzzle Platformer

Post by Goose2k » Sun Mar 28, 2021 10:13 pm

Now that the 2020/21 nesdev compo is done, I figured it is time to start an official thread for my current project: Witch n' Wiz.

I'll try to post here when I make major progress, but generally I do much more frequent updates on Twitter and Discord (links in Top Post).

lidnariq
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Re: Witch n' Wiz - Puzzle Platformer

Post by lidnariq » Sun Mar 28, 2021 10:44 pm

Goose2k wrote:
Sun Mar 28, 2021 10:11 pm
  • Targets Mapper 1 (MMC1).
  • 128KB PRG-ROM (8KB Bank Swapping) + 128KB CHR-ROM (4KB CHR Window).
uh. MMC1's an interesting choice ... and doesn't get you 8KB PRG bank swapping.

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Re: Witch n' Wiz - Puzzle Platformer

Post by haseeb_heaven » Wed Mar 31, 2021 12:51 pm

Nice puzzle platform game everything from graphics to sound is amazing.
But i had some glitch in FCEUX emulator, but later i switched to Mesen so it worked fine there.
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Goose2k
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Re: Witch n' Wiz - Puzzle Platformer

Post by Goose2k » Wed Mar 31, 2021 1:01 pm

haseeb_heaven wrote:
Wed Mar 31, 2021 12:51 pm
Nice puzzle platform game everything from graphics to sound is amazing.
But i had some glitch in FCEUX emulator, but later i switched to Mesen so it worked fine there.
It requires FCEUX 2.3+ (You were on 2.2). Thanks for going the extra mile to find a working emulator though!

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Re: Witch n' Wiz - Puzzle Platformer

Post by haseeb_heaven » Wed Mar 31, 2021 1:43 pm

Goose2k wrote:
Wed Mar 31, 2021 1:01 pm
haseeb_heaven wrote:
Wed Mar 31, 2021 12:51 pm
Nice puzzle platform game everything from graphics to sound is amazing.
But i had some glitch in FCEUX emulator, but later i switched to Mesen so it worked fine there.
It requires FCEUX 2.3+ (You were on 2.2). Thanks for going the extra mile to find a working emulator though!
Oh got it now will test on FCEUX 2.3 also.

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Re: Witch n' Wiz - Puzzle Platformer

Post by Goose2k » Sat Apr 03, 2021 5:06 pm

The competition results are in and Witch n' Wiz has been awarded 2nd place!

Thanks to everyone who played, especially the Beta Testers who really help shave off some rough edges.

runner_up.png
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Re: Witch n' Wiz - Puzzle Platformer

Post by Goose2k » Mon Apr 05, 2021 3:58 pm

Life after NESDev Compo 2020/21

It’s be a little over a month since Witch n’ Wiz was submitted to the NESDev compo, and work hasn’t slowed down since!
The build submitted for the compo was just a small slice of what I hope to deliver in the final game, so now might be a good time to show how the game has changed since the end of the competition.

New Art

All the art in the NESDev build was done by Kenneth and Zoltan (Zolionline). Since then, I’ve started searching for additional artists to help balance the workload a bit.

The first new artist to join the team is Daniel (Alp). Here you can check out the work in progress visuals for the “cabin” area of the game. This appears in both a pristine condition version, and later in an “abandoned” version. This reason for this change is part of the setup for the story of the game, so I won’t spoil it for you.

witch_n_wiz_cabin_rough9.png
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The cabin is actually an extension of an existing tileset from Haller: The Forest. The forest was completed in time for the compo, but there wasn’t space/time for it in that build. It will be part of the opening prologue of the game though.


Image


Kenneth has started working on additional tilesets for the game. The current plan is that each time a new mechanic is introduced to the player, a new area of the castle will unlock, and with it a matching tileset.

Here you can see the work in progress versions of the Sewers/Dungeon and the Clocktower. Comparing these to the original grey Castle theme from the NESDEV compo build, it is clear this will inject some much-needed variety into the game.

clocktower.gif
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sewer_animated.gif
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New Gameplay

The NESDEV compo build has, 3 different puzzle mechanics introduced throughout the game:
  1. Basic “Sokoban”-like mechanics w/Enemies (the foundation of the game).
  2. Mirror Clone (control 2 characters at the same time).
  3. Witch + Wiz (control 2 characters, but 1 at a time).
For the final game, my goal is to increase this from 3 to 10 mechanics. A core philosophy is to never combine mechanics (so you will not, for instance, control a Mirror Clone and the Wizard in the same level).

Since the end of the compo, I have added 4 additional puzzle mechanics, some of which you saw a little preview of in the initial post of this thread:

Lock & Key
This introduces the concept of “carrying” a key to a locked door to open it and exit the room. The key can be thrown up one block and gets knocked out of your hands if you try to carry it through a tight tunnel.


Image


Gravity Flip
The player obtains a magic artifact that allows them to reverse gravity! When activated, all objects will float to the ceiling. While there the player can move around freely. Pressing A again will reverse gravity back to normal.


Image


Seamless Labyrinth
A bit of a mainstay of the NES era, when the player walks off the edge of the screen, they will be instantly teleported to the opposite side of the level.

nes2_labyrinth.gif
nes2_labyrinth.gif (354.55 KiB) Viewed 2264 times

Room Rotation
In these rooms, the player can press A to flip the room around its center axis, allowing them to reach previously inaccessible areas. It also causes any unsecured objects to fall.

nes2_room_flip.gif
nes2_room_flip.gif (617.6 KiB) Viewed 2264 times

That brings us up to 7 unique puzzle mechanics in the game, with 3 more to go. I am a little tapped for ideas, so we’ll see if I make it to 10 in the end.

What’s Next

All the new art needs to be chopped up and brought into game, and there is still a lot more art that needs to be created.

The new gameplay mechanics have been prototyped in game, but each will need 10 or so puzzles designed for them. I may wait a little while before I start designing levels though. If you are interested in designing levels, please send me a DM. I really don’t enjoy it!

A big piece that needs to be done is flushing out the story portions of the game. My goal is to avoid non-interactive cutscenes, and instead do all storytelling during gameplay. I’ve never really attempted something like this, and definitely never in a NES game, so it’s going to be a bit of a challenge. I have started to prototype some ways it might work, but it’s still a fairly unknown problem space at this point.

Thanks for reading this far! If you want to get more regular updates on the game, social media is the best place to do that:

Twitter: https://twitter.com/matthughson
Facebook: https://www.facebook.com/groups/2788404591447894
Discord: https://discord.gg/DenmA4ssPY

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Controllerhead
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Re: Witch n' Wiz - Puzzle Platformer

Post by Controllerhead » Tue Apr 06, 2021 1:45 am

I admire your professionalism and attention to detail.

Excited to see this evolve!
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