The Journey to Castle Vram


I wanted to share a little post now that I've been working on Castledark for a few weeks and feel like it's in a really good place.

I started working with GB Studio during lockdown, and it's crazy how much time flies. There's been a lot of changes since I started making Gameboy games - personally, with the community, and with the tool.

I've had a love/hate relationship with GB Studio after the release of 3.0.  During the 2.0 year(s), I was writing tutorials for GBS Central, was a mod on the discord, and was trying to juggle a few different game projects (both solo and collabs). With all the changes in the engine, the major advances in plugin support, I found myself getting outpaced, and I burnt out. 

I took a really long hiatus and had a few false starts coming back; none of my attempted 3.0 projects really clicked, and none of the 2.0 ones really would make the transition over to 3.0 well without totally restarting. But, I've spent a lot of time tinkering and digging into 3.1, and I finally think I'm in a good place to come back to the GB scene.

What's all this have to do with Castledark? Only a little - it might give a bit of context, since around this time last year "Castledark" was a rogue-lite. You could probably still find some screenshots or videos on the discord if you went looking!

The main point I'm getting to is: thanks to everyone that's given me support during the time I've tried to rejoin the GB Studio scene, and a super big thank you to everyone that has given me feedback & troubleshooting during these early weeks of Castledark. I finally feel like I have a project worth working on again, and think we have the start of a good game here. 

See you at Castle Vram!

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