Tobu Tobu Girl Deluxe development update

Posted on 27 Apr 2019 by @TangramGames

Today we would like to give you a small update on the development of Tobu Tobu Girl Deluxe, showing off some of the changes to the game and talk a bit about some of the new features we are working on.

Colorization and updated assets

We recently wrapped up work on adding Game Boy Color support to the game. Besides colorizing the old assets, we have also remade a lot of the graphics. We felt like many of these changes were necessary because the old graphics didn’t translate well into color. Other assets, such as the main menu banner, were redone to better fit into the overall style of the game.

Here are some comparisons between the original version (left) and the Deluxe version (right):

And here are the new main menu banners:

Super Game Boy

Since we are expecting to hit the Super Game Boy stretch goal on Kickstarter, we have started preliminary work on Super Game Boy border and colorization.

Lukas just finished up this mockup of the Super Game Boy border. Keep in mind this is just a mockup and it may look different in the finished game.

We have also started mocking up the SGB palettes. Here are some initial mockups:

Colorization on the Super Game Boy is quite limited compared to what is possible on the Game Boy Color, but we still think these changes make the game look a lot more vibrant.

Infinite game mode

We have also been pondering the possibility of adding an “infinite” game mode. Due to the arcadey nature of the game it is, in its current state, a rather short one, inviting the player to strive for the coveted S-rank through multiple playthroughs. We would like for this extra game mode to provide a extra challenge for those who have already mastered the game, while also providing a new experience for those who would rather overcome new challenges than to strive for that one perfect score.

Due to the infinite nature of this game mode we want the background images to change as you progress, while adhering to a coherent theme. Following are some mockups of backgrounds.

Lukas also drew this main menu banner for the infinite level:

Tobu Tobu Girl Deluxe and physical release Kickstarter

Posted on 03 Apr 2019 by @TangramGames

Tobu Tobu Girl Deluxe

We are thrilled to announce that we have been working on a dual GB/GBC full-color remaster of Tobu Tobu Girl, scheduled to release this summer.

Tobu Tobu Girl Deluxe is an enhanced version of the original featuring improved, full-color graphics and will be fully compatible with both the Game Boy and Game Boy Color.

Like the original, this Deluxe version will also be open source and completely free to download upon release.

Physical release Kickstarter

The original physical run of Tobu Tobu Girl went out of stock much faster than we could’ve ever imagined, leaving a lot of people without the chance to get a hold of a copy. It wouldn’t feel right to release this version without an accompanying physical run. To realize this we have teamed up with publisher First Press Games to give Tobu Tobu Girl Deluxe a high-quality physical release.

We have just launched a Kickstarter campaign where it is possible to pre-order a physical copy of Tobu Tobu Girl Deluxe.

You can check out the Kickstarter campaign for more details here:

Tobu Tobu Girl release date

Posted on 12 Nov 2017 by @TangramGames

After many problems and delays it is finally here! We are happy to announce that Tobu Tobu Girl will finally release on December 3rd this year.

The game will be available as a free downloadable Game Boy ROM as well as a limited physical edition complete with cartridge and manual in box. The first batch of 75 copies will be available upon release at 35€, with a second batch to follow soon after.

Check out the Tobu Tobu Girl website for more information!

Tobu Tobu Girl teaser trailer

Posted on 19 Mar 2016 by @SimonLarsen

Hello everyone! We just put up a teaser trailer for Tobu Tobu Girl! The game is basically done save some finishing touches. Check it out and don’t forget to show your friends!

Ludum Dare 33

Posted on 30 Aug 2015 by @SimonLarsen

This post contains spoilers for Trick Parade. If you haven’t played it yet we recommend you do so first.

Last weekend was the 33rd installment of the Ludum Dare game jam and despite not initially planning to participate, we somehow ended up dedicating yet another weekend to the art of game jamming. Once again we had the pleasure of having Hernan on the team, who also helped with artwork for our Ludum Dare 32 entry N.O.D.E..

The theme this time around was You are the Monster. We wanted to steer around the obvious idea of taking a classic design and reversing the roles and instead went with the concept You pretend to be the monster, so we decided to make a Halloween-themed RPG in which you are a kid trying to scare the other kids on the block.

Trick Parade title screen
Scary mask minigame

Instead of a traditional turn-based combat system we decided to have the player attack by completing a series of 5 second minigames to determine their damage output. In Trick Parade, as the game was named during the final hours of development, there are three basic elements of fear: paranormal, critters and splatter. Kids dressed up as one type can effectively scare one type, but are also easily scared by another.

Trick Parade weakness chart

Besides adding some flavor to the game’s world, this system serves the purpose of controlling the player’s progression through the world. Given only a basic ghost costume the player has to acquire more sophisticated costumes in order to beat and get past harder enemies.

To give the system a bit more depth we decided to add combinations of types. This allowed for some nice variety in costumes, but proved difficult for players to understand and remember. Unlike rock-paper-scissors players can’t logically deduce which types beat which and the addition of combinations only makes it even more complicated. If dogs are scared of ghosts, then why are zombie dogs effective against zombie ghosts?

Flashlight minigame
Battle screen

The battles get repetitive pretty fast due to the low selection of minigames. In the current version only 9 minigames are implemented due to lack of time. We initially planned to have a much larger selection of games, each belonging to one of the three elements of fear, and the player’s choice of attack type would then influence which games they would be presented with. A large number of ideas and assets already exist and will be implemented if we decide to produce a post-jam version.

The low variety of minigames also resulted in a different problem: difficulty. Similar to the Wario Ware series, the games are all extremely simple. This gives the player a fair chance of succeeding even when presented with them for the first time, but makes for a very uninteresting game once the player has completed them all multiple times. Having a much larger selection of minigames and as well as some games that require a bit more skill would certainly make the battles more interesting.

Despite all its flaws the game has been pretty well-received and we are considering making a more fleshed out post-jam version. If so the main focus will be on making the battle system more intuitive and interesting as well as adding a large number of new minigames.

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