Cricket Wells P

Cricket Wells P

Cricket Wells P

Gameboy meets a thrilling tale of a Halloween journey into the woods!

Gameboy meets a thrilling tale of a Halloween journey into the woods!

Gameboy meets a thrilling tale of a Halloween journey into the woods!

About

About

About

With a limited two week time span to spend time creating a game projects for a course during my time at Harrisburg University. After recently rewatching Over the Garden Wall by Cartoon Network I gathered a light bulb idea! Cricket Wells P sets itself as a prologue to a thrilling adventure to be played on the Gameboy platform!

With a limited two week time span to spend time creating a game projects for a course during my time at Harrisburg University. After recently rewatching Over the Garden Wall by Cartoon Network I gathered a light bulb idea! Cricket Wells P sets itself as a prologue to a thrilling adventure to be played on the Gameboy platform!

With a limited two week time span to spend time creating a game projects for a course during my time at Harrisburg University. After recently rewatching Over the Garden Wall by Cartoon Network I gathered a light bulb idea! Cricket Wells P sets itself as a prologue to a thrilling adventure to be played on the Gameboy platform!

Timeline

Timeline

Timeline

2 Weeks

2 Weeks

2 Weeks

Role (Solo Project)

Role (Solo Project)

Role (Solo Project)

Game & Visual Designer

Game & Visual Designer

Game & Visual Designer

Tools

Tools

Tools

Aseprite, GB Studio

Aseprite, GB Studio

Aseprite, GB Studio

Background

Cricket Wells P pays homage to the retro Gameboy era aiming to combine the simplicity of classic game restrictions with the modern possibilities. A Halloween story that transport one lone trick-or-treater into an alternate world, with multiple objectives to create a deep sense of exploration around the pixelated woods.

Development Toolkit

Finding GB Studio I was able to create a pixel art game with ease that was dedicated to the Gameboy platform. That was very accessible in creating such game and getting it on the platforms I wanted to. With Aseprite, creating pixel art assets and modifications having features that assisted in the process, without the hassle on Photoshop.

Pixel Art

Modifying Assets

Purchasing assets online I was able to source 16-bit pixel art packs through itch.io and used Aseprite to modify the color variations to match the green 4 color limitations of the Gameboy.

Sprite Sheets

I created a sprite sheet based on a template found on itch.io creating more than the base character. The base character being based on myself, but I also created a female model and two variations of the Wells Folk that did not make it into the final game.

Having experience from Photoshop and other platforms I quickly was able to grasp an understanding of Aseprite where I had the tilemap set and the four green color palette. Later testing if the level was feasible in GB Studio for the Gameboy port, that had limitations in the amount of unique tiles.

Having experience from Photoshop and other platforms I quickly was able to grasp an understanding of Aseprite where I had the tilemap set and the four green color palette. Later testing if the level was feasible in GB Studio for the Gameboy port, that had limitations in the amount of unique tiles.

World Locations

The Woods consist of 3x3 that all intertwine together, around each area Altar and main locations could be found. The Woods Inverted is the 3x3 map the player previous explore in a flipped in color and layout with some of the main items now missing. The House is a split singular tile map into a 2x2, so the player would have focused in each room discovered.

The Woods

The Woods Inverted

The House

Gameplay

Altar Activation

The first objective presented to the player is exploring the map to active five altars in various locations in order to unlock the Well.

Spice Mixes

The first objective presented to the player is exploring the map to active five altars in various locations in order to unlock the Well.

Flow Void

The final objective near the end of the game I created a puzzle room that notify the player is progressing through the shifting locations of the singular flower. As the player is transported to this room, they are given multiple routes to take and only one route leads to the exit and intended to cause a puzzling moment.

Cricket Wells P Video Showcase

More projects

Got questions? Say hello, Ethan!

I’m always excited to collaborate on purposeful projects!

Got questions? Say hello, Ethan!

I’m always excited to collaborate on purposeful projects!

Got questions? Say hello, Ethan!

I’m always excited to collaborate on purposeful projects!