The wait is over!

We’re super excited to share that Pokettohiro! is finally available! 🎉

Digital Edition: https://davidmarin.itch.io/pokettohiro
Physical Edition: https://www.brokestudio.fr/product/pokettohiro-gbc/

Thank you for your patience and for all the support during these years of development 😊

I hope you love Pokettohiro!

The adventure begins!

Welcome to the world of Pokettohiro! A new action/adventure game developed for Game Boy Color.

A band of courageous heroes must collect the shards of a magical crystal in order to confront the malevolent Black Knight and thereby avert the kingdom's destruction. Yet, this task will prove no simple feat; they must surmount myriad obstacles, vanquish colossal monsters, and journey through diverse landscapes. Can these diminutive champions restore tranquility to the realm?


Features

  • Six playable characters with unique abilities.
  • An expansive and diverse world brimming with challenges.
  • Hidden dungeons with formidable boss encounters.
  • Various side missions to aid the village inhabitants.
  • Countless collectibles scattered throughout the map.

Development

Pokettohiro is a game being developed by a single person. It's currently in the final stage, and it's anticipated to be completed in the coming months. In this demo, which lasts approximately one hour, you can experience a small portion of the game's beginning. If you have any feedback,  or  issue reports, please leave a comment . Thanks for playing!

Controls

ACTIONGAME BOY COLORKEYBOARD
MoveD-PadArrow Keys
Jump/InteractAZ
Attack/CancelBX
Open DoorsD-Pad UpArrow Up
MenuStart Enter
InventorySelectShift

Credits

This game has been programed and designed by David Marín,  using Chris Maltby's GB Studio engine and featuring music by Mat Hein https://mat-hein.itch.io/.

Contact

Please send me your comment to:

Instagram @pokettohiro

Twitter @Pokettohiro_CBG

Email info@pokettohiro.com

Web www.pokettohiro.com


StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(9 total ratings)
AuthorDavid Marín
GenreAdventure
Made withGB Studio
Tags2D, 8-Bit, Action-Adventure, Fantasy, Game Boy, Homebrew, Pixel Art, Retro
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Smartphone

Download

Download NowName your own price

Click download now to get access to the following files:

Pokettohiro - Demo v3.0 2 MB
Pokettohiro - Demo v3.0 Analog Pocket 2 MB
Pokettohiro - Demo v2.0 1 MB
Pokettohiro - Demo v2.0 Analog Pocket 1 MB
Pokettohiro - Demo v1.0 1 MB

Development log

Comments

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(+2)

Looks amazing so far! I loved its art style a lot, and im really looking forward to play the full game!

Still, ive found some annoying issues while playing:

  • The physics are quite slippery, and attacking enemies on the air is counter intuitive, since the player doesnt change direction while on the air. this is especially noticeable on the forest zone
  • Interacting with stuff, like signs or doors, is mapped to the A button, same button for jumping, which is a bad idea, especialy when there could be interactable objects right next to either cliffs or gaps thatll need to be jumped over
  • Pausing makes all enemies of the zone to respawn, so un-pausing on top of an enemy's respawn location is a guaranted hit. Also its the best way to farm money
  • Enemy frogs, Bees and flowers lack windup animations for their attacks, making them feel more unpredictable, because they cannot be anticipated
  • The archer's attack feels underpowered, it is slow, and doesnt cover a lot of distance (at least compare to the bees ranged attack)
  • When touching an enemy, it becomes invincible, and its impossible to attack it for a solid second, which doesnt make sense, should the player be the one becoming invincible after getting hit?
  • If save points restore my health for free, then why should i buy potions? 


And thats pretty much it, again, i love this game and i just want it to improve in the future, so keep up the good work!

(+1)

Thanks for your comment!

Some of the problems you mention, such as the change of direction in the air, have already been fixed after the demo.

What you say about the signals is something that I have been thinking about changing for a while. Intuitively people tend to press the A button to interact, but it's definitely annoying at times to jump.

Regarding the archer, since there are six characters I try to maintain a balance between all of them without any of them being overpowered. The final settings will possibly vary a bit from the demo.

Thank you very much for taking the time to play the demo in depth and do this detailed analysis.

I hope you enjoy the final game!

Looks so good! Launch date?

Thanks for playing! It may be finished by the end of the year.

This already looks so damn promising, can't wait! :)

Thanks! I hope you enjoyed the demo :D