AlexAugerDev-Z
alexaugerdev.bsky.social
AlexAugerDev-Z
@alexaugerdev.bsky.social
Making - Zelda GBC Fangame
Made - Kirby: Wacky Episode
Game design blog: Coming Soon
Some people would rather have fans make something else instead, like an original IP. Or they just tell you the same old speech about takedowns and how it's going to ruin lives.

Not everyone are like this thankfully, but others creators & myself have gotten these kinds of comments often.
January 27, 2026 at 8:35 PM
It's honestly disheartening seeing a project from clearly passionate fans and seeing the same "ninjas are coming" comments over again. I don't give a fuck if you pull this kind of shit on me, but at least say something meaningful to those other makers, like criticism/praise
January 27, 2026 at 8:31 PM
If this aversion comes from fear of DMCA's, I would suggest looking deeper into the reasons some of these games were taken down, instead of believing what some uninformed souls are parroting online. You'd notice a pattern, and more importantly, that most projects are still around
January 27, 2026 at 8:08 PM
I imagine you also don't like the one in Ambi's Palace from Ages, then?
January 26, 2026 at 1:01 AM
This new system allows us to circumvent the limitations from not showing numerals in a way that flows pretty well without disrupting what's already established. (Plus, you can actually save on some magic costs if you're smart enough to plan around this system)
January 26, 2026 at 12:32 AM
In ALTTP, I believe it costs 8 MP to use the Fire Rod. Since the Magic Meter isn't numeral, it's never clear enough if Link has enough magic to use it. If you think you have, but don't, it could feel frustrating since the player doesn't have the available resources to plan magic usage.
January 26, 2026 at 12:27 AM
I hadn't even considered those games while implementing, but it's indeed pretty similar! :)
January 25, 2026 at 3:07 AM
You can also opt for the classic style of only showing items on the HUD, although be aware this won't alert you of whenever a Context Action is active.
January 25, 2026 at 2:31 AM
Other notable examples of context actions would be "Talking to someone, Opening a chest, Ricky punching, Moosh jumping, Dimitri biting, etc".

Similar to the Gameboy titles, items and context actions can use the same buttons (in this case, "A & B")
January 25, 2026 at 2:29 AM
Feel free to, at any time :) Not quite how I would design a game nowadays, but a remarkable effort indeed.
January 23, 2026 at 3:28 AM
I still love Kirby: Wacky Episode (or Eternal Paradise, if you prefer), it's a part of me I can't afford to let go even though I desperately want to. And I know my small team and I made something special here, given how strongly the game resonated with some of you all. Thankful.
January 23, 2026 at 3:26 AM
Not all of 'em positive, mind you. Burnout from it still stings and went on to reshape how I approach game design and workflow in general. There's a clear reason I'm going for 8-bit graphics today. And while it's easier, my pace crumbled.
January 23, 2026 at 3:22 AM
Those with keen eyes might have also noticed I've reverted the input placement. Since I'm using an Xbox controller for footage, it means slots next to each other are also buttons next to each other, making it easier to plan item combos where double inputs are needed.
January 9, 2026 at 8:25 PM
It also creates a systemic and easy to grasp set of rules, where everything you can equip is categorized at the same place in the menu. Not to mention the ease of choosing which item goes to which input without much confusion on the player's part.
January 9, 2026 at 8:25 PM
Thanks! It took me a few tries to get the effect just right, but I'm glad it turned out this well :D
January 9, 2026 at 2:16 AM