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Chaos Between Realms: Mission to Midwest Gaming Classic was developed for MGC23 VIP personal whom got a chance to get a physical version. This was part of the reward from the Byte Off 2022 competition where CBR won The Best Game catagory. Because the game was physically exclusive, we wanted to at least share it here.

This story follows along side Jin (DP: Demo Player from CBR) before the events of the Byte Off competition demo. Along side Jin, Bernie (from the Nesmaker game, Troll Burner) has been a mentor and father figure to Jin since his parents passing. Here, you’ll get a sneak peak into their back story.

Their story is still growing even now as we work on a new chapter. So keep an eye out on updates on what’s to come with a new release soon.
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Play it at Retroverse:

https://theretroverse.com/product/cbr-mission-to-mgc/

Download

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Click download now to get access to the following files:

CBR_MGC.rar 3.1 MB

Development log

Comments

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(1 edit)

Fun game! I find the pixel art in this game incredibly good, and I love Jin's sprite. He looks very cool, and overall the world is beautifully designed.

As for the gameplay: Personally, I find it a bit clunky. I would like to see 8-way movement and maybe iFrames for enemy projectiles while dashing.

However, I don't know how feasible that is to implement in an NES game, as I have never worked with NESmaker before.

I had a few slowdowns, but they weren't too bad. It could also be due to the fact that I played on an Anbernic RG353V.

I'm excited to see how this project develops or other projects from Video Games United! :)

worth checking out

Sorry for the late reply. It seems that I didnt get an email indicating that you left me some feed back.

as far as 8 way movement, it can be done, the problem with that right now is that I am picky with my art. I just can't allow 8 way movement and not have the animation to go along with it. Although it can be done, but it will eat up the animation back very quickly. I do four frame movement for walking cycle. Adding that to 8 way movement you can see how the bank will feel up quick. Just because it's a nes game doesn't mean I want it to move like a nes game in terms of animation.

I can see this achievable if I was able to get the games engine to be built from the ground up, but working with nesmaker I basically have to work with double the limitations. One is the nes itself and the other is with nesmaker. Sadly I'm no coder. Yet at least.

The slow downs is due to having only 4 monsters per screen. Start adding projectiles and you can see the limits being reached. That is one of the nesmaker limits and even so, we try our best to prevent those slowdowns.

Nonetheless, I am happy that you enjoyed the game for what it's worth. It's not exactly how I imagined it but it's a mile stone  to get to were I hope future projects can grow even further.

 I am working on an actual full game which will be the start of Jins journey (prequel). So hopefully you'll look forward to it and hopefully you'll see some improvments.


Thanks again,

-FJ