Game Pillars/Goals
Retro Experience: A game with pure intention to use GB-Studio and pixel art to engage in a retro video game development in the modern era.
Thriller: Give a sense of mystery and triller throughout the player experience
Visual Storytelling: Create a visually aesthetic experience by ultimately using the Gameboy limitations to push visual storytelling through the limited color schemes.
Challenge
One of the main challenges I faced was working within the constraints of the GB Studio engine to create my first game, specifically designed for Game Boy hardware. Sourcing appropriate assets proved difficult, and although I purchased some, I had to manually edit and iterate on the artwork to match the Game Boy’s strict 4-color palette. Additionally, due to the technical limitations of GB Studio at the time, I wasn’t able to fully realize my original vision—a hybrid experience combining the depth of 3D PSX-style and 2D Game Boy gameplay.
The Approach
1. A Short Discovery
In approaching this project, my initial creative goal was to blend 3D PSX-style gameplay with the aesthetic and structure of 2D Game Boy titles. However, due to intentional time constraints and the limitations of both the tools and my own developing skill set, I needed to scale back the original vision. I divided the project into manageable parts, focusing on technical feasibility and skill growth, which helped shape a meaningful and realistic game concept within the GB Studio engine.
2. Tools & Technical
My decision to use GB Studio was driven by a desire to reconnect with the Game Boy and experience what it was like to develop for the console firsthand. GB Studio offered a unique opportunity to work within strict limitations, both technically and creatively which helped me appreciate the charm and constraints of retro game development in contrast to today’s advanced tools. Through this process, I created Cricket Wells P with the intention of exploring how far creativity can be pushed when working with minimal development access and hardware limitations.
Results
4 Gameplay Levels: By the end I created 4 completely unique levels with each level consisting of new objectives and mechanics.
4+ Gameplay Objectives: Creating 4+ fully built gameplay objectives such as Spice Collection, Altar Activation, Puzzle World, and more.
Story Prologue: Scripted and implemented the main game narrative prologue for future iteration.
Conclusion
Cricket Wells P was more than just a creative exercise, it was a personal exploration of retro development, storytelling through limitations, and game design rooted in intentional constraint. While the original vision of blending 3D PSX-style with 2D Game Boy gameplay had to be scaled down, the resulting project stands as a testament to focused creativity. Through GB Studio, I embraced the nostalgic charm of Game Boy development, leaned into visual storytelling using minimal palettes, and crafted a mysterious, atmospheric experience that invites players into a small but meaningful world.