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Fall from Space

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Waking with no memory on a strange planet.

Your journey for answers and choices made

will shape the course of history.


Fall from Space is a non-linear open world RPG for the Gameboy,

with an epic story spanning a solar system.


  • Jet off to the stars! Multiple worlds to explore inside your Gameboy, with side quests, unique encounters, secrets and upgrades
  • Combines Metroidvanian platforming action with an open world RPG
  • An original story to uncover with multiple endings, a karma system and choices that impact the world and it's inhabitants around you
  • Authentic Gameboy aesthetic, with graphics and art style built within the DMG palette constraints
  • Hours of gameplay, save at any time with multiple save slots, unlockables and Gameboy Printer support!
  • Designed and developed by a Solo Developer to run on the original Gameboy and enhanced for the Gameboy Color, GBA and Analogue Pocket
  • Original Soundtrack


Download the Gameboy ROM for free – https://joelj.itch.io/fall-from-space


Controls


Gameboy – A, B, Start, Select

Browser – X, Z, Enter, Shift


Version Beta 0.45 (last updated 1 Nov 2023)


Action mode

(X) A - Jump
(Z) B - Strike / ability
(↑) Roll towards
(↓) Roll back

[select] Toggle ability
[start] In game menus

(B) + (↓) Drop down through platform
(↑) Enter/examine (context dependant)


Exploration mode

(A) Talk / examine / interact
[start] In game menus


travel

[select] Toggle move & map
(A) Examine location (map)
[start] In game menus


Interplanetary travel

Requires ship


Tips:


Enemies often telegraph their attack, roll back to avoid a close combat attack.

Roll forwards to duck under enemy projectiles.


___


Credits


Original story, all artwork and game development by myself. Music by Beatscribe.

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love the gameboy style

JoelJGames responds:

Thanks!

This really looks promising and the world interests me, but wow, the the sluggish everything and short melee range make it pretty much unplayable for me.

JoelJGames responds:

Thanks for the feedback, sluggishness, I'm trying to optimise where possible, but realistically with it running on Gameboy processors, it's not going to get drastically better, but I'll try extending the melee range a little and see how it feels. Thanks again for trying and the feedback!

Took me a few minutes to get past the intro. What is it with me and intros tonight. 🐀💢

I know there is a community of people that enjoys developing for older consoles, it is a nice throwback, but the game would had definitely benefited from being displayed a little bigger on the browser, its muted colour scheme is drowned by Newground's background. 🐀👍

JoelJGames responds:

I don't think it helps that the controls aren't as obvious on a keyboard with a load of possible combinations compared with a Gameboy!

Thanks for the feedback, I've bumped it up from 640x360 > 960x540 px which hopefully helps a bit!

Hmmm, this is quite the interesting Fallout/Zelda 2 adventure you got here!

Was definitely quite impressed with it in a lot of respects, obviously starting out strong with the very stylish and cinematic (albeit a bit over-indulgent) opening that plays when you start. But the game itself also had such a huge scale and variety to it: side-scrolling action sequences alongside top-down exploration, so many people to talk to and objects to examine with loads of flavorful text, a huge world map with all sorts of locations and random encounters, tons of secrets hidden around, lots of quests and unlockables...it goes on and on! Clearly, a lot of effort and love has been put into crafting a huge adventure here!

Having said that, though, the game also felt incredibly awkward, stuttery and laggy to play at times. Combat was particularly bad feeling with no satisfying and intuitive feedback to it: just made me never feel like I was connecting with my blows, and I was constantly getting surprised when I got hit despite being so far away or giving my best efforts to dodge the telegraphed attacks. While combat was the worst, the awkwardness also extended to other elements, like the pause menu taking so long to come up after a press, dropped inputs, or weird collision detection and such. I understand these might be limitations of the engine, and while you have my sympathies, it doesn't stop it from feeling bad nonetheless.

Apart from that, there were some other minor complaints, like how tricky it can be to keep track of quests: it seems like the log only tracks your main quest, but none of the other quests like tracking down the child. Yes, if you go back to the quest giver, they'll likely tell you something about what your current setup is, but still, that's so inconvenient and they didn't always provide all of the details you needed.

I dunno, I'm a bit mixed on this one. Like I said, I really appreciate this huge world you've built with so many characters and quests and such, but as much as I wanted to keep going, I couldn't get over how sluggish and bad the combat and general movement felt: it just sapped my motivation. Almost felt like the game would be much better if it scrapped combat and just stuck to exploring: perhaps that might better fit the limitations of the engine, assuming there is no better way.

JoelJGames responds:

Hi, thanks a lot for taking the time to leave so much feedback. It's really useful.

Lag and sluggishness I'll have to put down to perhaps taxing the Gameboy hardware a bit *too* hard, it's built to run on the 1989 OG Gameboy so I'm limited to how fast it can run in general and in New Grounds it's the ROM running in a Gameboy emulator (so replicates how it would be). It'd (hopefully) be more impressive running on the original device, but I'd still like it to be enjoyable in the browser!

Saying that, I'm going to make a note to look at how I can improve the responsiveness of the combat as while not modern console comparable, I'd like it still to be fun! The impacts in particular, I'd like them to feel more meaningful.

The pause menu has a wait before it, it was to work around a bug if someone pressed it straight away so I'll make a note to see if there's a better solution than that so it doesn't suffer on every press.

More detail in the log I agree with this too, I'll try and get some more guidance in there for the missing child quest!

Thanks again for the feedback

it wouldn't load

JoelJGames responds:

It won't load at all in the browser? Perhaps try refreshing if so, it works for me in Safari, Chrome (but will need to be on a laptop or desktop I think rather than mobile), if you're on mobile Itch.io should work – https://joelj.itch.io/fall-from-space

Credits & Info

Views
6,294
Faves:
93
Votes
184
Score
3.72 / 5.00

Uploaded
Oct 16, 2023
4:46 PM EDT