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AlexAugerDev-Z

@alexaugerdev.bsky.social

Making - Zelda GBC Fangame Made - Kirby: Wacky Episode Game design blog: Coming Soon

827 Followers  |  41 Following  |  384 Posts  |  Joined: 29.10.2024  |  2.0337

Latest posts by alexaugerdev.bsky.social on Bluesky

So, Zelda's 40th anniversary is on February 21st, not sure if I'll be able to prepare something for it. Would love a new compilation vid, but no promises. I might shift focus to one of the side projects for the remainder of the year, wanna have something out sooner than later.

28.01.2026 02:17 โ€” ๐Ÿ‘ 10    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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.

27.01.2026 20:35 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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

27.01.2026 20:31 โ€” ๐Ÿ‘ 12    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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

27.01.2026 20:08 โ€” ๐Ÿ‘ 15    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Aversion to fangames is incredibly baffling considering fanart & fan-remixes are ever so present and widely accepted. I'd even argue that fangames are fanart, with so few even considering monetization.

27.01.2026 20:03 โ€” ๐Ÿ‘ 29    ๐Ÿ” 5    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

I imagine you also don't like the one in Ambi's Palace from Ages, then?

26.01.2026 01:01 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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)

26.01.2026 00:32 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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.

26.01.2026 00:27 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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This game will allow magic to be used as long as the meter isn't empty. It may deplete faster with some higher costs, but a speck will suffice to attack.
#zelda #fangame #gaming #gamedev #gamedesign

26.01.2026 00:07 โ€” ๐Ÿ‘ 40    ๐Ÿ” 2    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0

I hadn't even considered those games while implementing, but it's indeed pretty similar! :)

25.01.2026 03:07 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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.

25.01.2026 02:31 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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")

25.01.2026 02:29 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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To those confused when I'm talking about "Context Actions", they're what overwrite item inputs under certain circumstances. In this picture, "Swimming" and "Diving" are considered context actions, so they are highlighted differently.

25.01.2026 02:24 โ€” ๐Ÿ‘ 22    ๐Ÿ” 2    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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Small HUD Tweaks ๐Ÿ“œ
#zelda #fangame #gamedev #gamedesign #pixelart

24.01.2026 04:27 โ€” ๐Ÿ‘ 34    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Feel free to, at any time :) Not quite how I would design a game nowadays, but a remarkable effort indeed.

23.01.2026 03:28 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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.

23.01.2026 03:26 โ€” ๐Ÿ‘ 9    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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.

23.01.2026 03:22 โ€” ๐Ÿ‘ 9    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Frankly, no one should've been able to play this game, how I managed to pull this release off in only two years is seriously beyond me. Lightning in a bottle I'll never be able to replicate, design and time-wise.

I still boot it up now & then and feel a vast array of emotions.

23.01.2026 03:18 โ€” ๐Ÿ‘ 23    ๐Ÿ” 1    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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Since Remote Bombs don't use fuses to detonate like regular Bombs do, I thought "Why not allow them to be used underwater?"

...So that's what I did ๐Ÿ’ฅ๐ŸŒŠ
#zelda #fangame #gamedev #gamedesign #pixelart

18.01.2026 00:49 โ€” ๐Ÿ‘ 47    ๐Ÿ” 3    ๐Ÿ’ฌ 8    ๐Ÿ“Œ 0
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New year, new HUDโœจ
(Black variant will still be available in settings)
#zelda #fangame #gamedev #gamedesign #retrogame #pixelart

15.01.2026 16:07 โ€” ๐Ÿ‘ 34    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image Post image 13.01.2026 20:39 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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.

09.01.2026 20:25 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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.

09.01.2026 20:25 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Having the Sword & Shield not take up a slot was very important to me for expanding the unintended freedom given by the gameboy titles. Official remakes would lock them to their own button, but I wanted to give a choice.

Keep them on at all times, or change if needed.

09.01.2026 20:25 โ€” ๐Ÿ‘ 34    ๐Ÿ” 1    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 0

Thanks! It took me a few tries to get the effect just right, but I'm glad it turned out this well :D

09.01.2026 02:16 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Quickly swap between items with a tap of right joystick! Left/Right to select your slot & Up/Down to swap that item ๐Ÿ” #zelda #fangame #gamedev #gamedesign

08.01.2026 22:06 โ€” ๐Ÿ‘ 58    ๐Ÿ” 10    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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Equip the Charge Ring to significantly reduce all charge times for items & attacks. Hit faster, stronger to gain the upper hand! ๐Ÿ—ก๏ธ๐Ÿน #zelda #fangame #gamedev #gamedesign #retrogame #pixelart

(Suppose I can re-record old stuff while I'm on break)

07.01.2026 02:51 โ€” ๐Ÿ‘ 37    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I can understand the sentiment, even if I don't agree with it per-say. Part of the fun for me was memorizing and figuring out those roadblocks for myself instead of getting a screen to tell me everything. But the map is way more useful in the remake, for sure.

04.01.2026 05:27 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

At least the original allowed you to skip that text with the B button, not sure why DX removed that feature...

04.01.2026 05:24 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I might be the only soul in the universe that likes the shorter i-frames, only because it made you more wary and discouraged spamming attacks in spite of damage

04.01.2026 05:23 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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