Fuse Dash (Alpha)
Fuse Dash is a short burst, fast-paced arcade platformer for the Game Boy Color that is just perfect for everyone who has just some spare minutes to play (for example on the toilet? Lol) or loves to get that better highscore!
Cmdr. Peanut is on a mission far away from his home planet, collecting important scientific data around a black hole when suddenly a danger is approaching his ship.
Oh no! The engine fuses of the ship popped out and Cmdr. Peanut only has 20 seconds to dash them back in and move his ship out of the way.
Controls:
Jumps are instant with one button press. So unlike in typical Mario games, you don't have to keep pressing the jump button to get higher. One jump button press will lift you automatically as high as Cmdr. Peanut can jump.
GAME BOY | KEYBOARD | |
Move | D-pad | Arrow Keys / WASD |
Jump (Double Jump) | A | K / X |
Dash | B | J / Z / Y |
Pause Game (- seconds!) | START | ENTER |
Mechanics:
The timer is ticking down from 20 seconds.
Every fuse gives you +1 seconds. Every successfully left room gives you +3 seconds.
Try to dash as many fuses as you can before the timer runs out (and to get new highscores).
After clearing a room, you'll get into the next room, randomly selected from a list of engine rooms (6 in total for the alpha. 30 already done for the final game).
There are fixed positions in each room where a fuse can sit, but if and where a fuse is located is random for every room.
Alpha:
This is an early alpha built to show the core gameplay of the game. Menu elements are only rudimentary, as well as texts.
There will be achievements, a speedrun mode with a fixed route of rooms and fuses, ship naming mechanic, printable highscore screen, some educational stuff and many more things in the final game. Oh, and yes, there will be colors in the game too!
Game Boy Color only:
Due to the limitations of the Game Boy and the fast pace of the game, playing it on an original Game Boy DMG is a stuttering, washed out hell of pixels that is far from enjoyable. That's why I decided that this game is GBC compatible only.
Prototype funding:
The next phase of development for a new vertical slice prototype was funded by Film und Medien Stiftung NRW
Credits:
- Idea, development and pixel art editing: @attackemartin (2nd Law Games)
- Pixel Art: 2BitCrook
- Music & SFX: Beatscribe
- Cover: Freinicke
- Made with: GB Studio / Aseprite / Tiled
Status | Prototype |
Platforms | HTML5 |
Author | 2nd Law Games |
Genre | Platformer |
Made with | GB Studio |
Tags | Game Boy, Game Boy ROM, gbstudio |
Average session | A few seconds |
Languages | German, English, Spanish; Latin America, French, Portuguese (Portugal) |
Inputs | Keyboard, Gamepad (any), Touchscreen, Smartphone |
Links | Twitter/X |
Download
Click download now to get access to the following files:
Development log
- Language Support (EN/DE/FR/PT/ES)Mar 24, 2024
- Added rudimentary tutorialMar 24, 2024
Comments
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Man, this is a hard game for me! Took me a few mins just to get to the second fuse, haha!! Need to get it on some hardware to test better. Love the idea though, great!
thanks for giving this rough demo a try! Much appreciated :)
Can you give me some more insights about what was it, that made it so hard for you?
Also: did you use a wireless keyboard?
This demo is pretty old by now, so I'm very looking forward for people to test the new version(s)!
Just quickly tried it on my phone with touch controls. It was the 2nd fuse to use the spring platform and the double jump to get up to the platform. I'm getting old! Once I figured that out I could double jump about fine. But I think the touch controls didn't help much! Will give it a try using a keyboard, and on hardware too.
lol - I still suck on the keyboard! I need some practice!
hahaha :D
Thanks so much for your feedback! There will be lots of improvements for the new prototype of course :)
Hey - played it on a GB and I was a lot better at timing the double jumps!! Got a lot further.
Would be good to see a progress bar or similar to know you had collected enough fuses maybe? Wasn't sure on what constituted winning, other than frantically jumping for fuse after fuse, lol!
Good demo though, and the anxiety driven timer is a good mechanic to go with. Maybe just some visual feedback of any 'progress' like mentioned above?
Keep up the good work!
Woohoo! This is such a fun game! I haven't quite nailed it down, but it feels like you could bounce pretty fluidly from one fuse to the next platform.
Since every level seems to leave you still trying to escape the blackhole, the dialogue might make more sense if it says something like "you've managed to keep from being pulled in."
Love the artwork and general feel of the game
thank you so much for your feedback! Highly appreciate it <3
Yeah since this is still an alpha, most of it acts like a placeholder so far (especially the dialogs).
This game will get another, more polished and further developer prototype demo in 2025 as well as the finished version.
Hope to see you around when new versions will be uploaded!
Amazing! Looking forward for the future of the project! Congrats on such cool game!
thanks so much :)
Fun game! if you don’t mind me asking, I’m curious how the ground crash was accomplished
thanks!
Do you mean the down dash? To Stomp the fuses on the ground?
Yes, that downward dash
On down press, the player is accelerated down. And on contact with a fuse, it is getting stomped.
thank you!!!
Any chance of a .pocket of the demo please
of course! There you go :)
Excellent appreciated 🙏