Check out the most recent comprehensive development updates on the Kickstarter page HERE. (Last updated 2/20/24)

(Updated to v0.12 - 06/29/23 Change log HERE

Want the latest news and behind the scenes previews? The official Twitter(X) profile can be viewed HERE.


New Features

• Parallax Scrolling

• Improved animations

• Smarter enemies and combat tactics

• New weapons with unique skills

• Improved platforming controls, including double jumps, wall jumps and wall climbing

• Moving platforms and elevators


Story and Gameplay

Cursed and fallen, you will unravel the mysteries of your past as you hunt for the truth behind the ancient monolith known only as 'The Tower'.

Play the way you want. Smash your way through obstacles and rush to the finish line, or be cautious and stealthy, taking your time to sneak up on enemies and scour every corner for secrets. 

At its heart, The Fallen Crown is a Metroidvania. You will create many shortcuts in an interconnected world, while acquiring new skills and gear to reach new areas. You will wield daggers, staves, axes, throwing daggers or the classic sword and board, engaging in visceral combat. However, you will also have to be quick on your 'feet'. You'll find yourself jumping off of ledges, pouncing on enemy heads and shooting projectiles more in line with classic games like Super Mario or Megaman.


Key Features

• Jump, run, smash and shoot your way to victory.

• Upgrade your gear, stats and skills to stay alive(ish).

• Explore a unique and interconnected world, full of secret areas and colorful characters

• Use your trusty map to mark your progress and track down elusive artifacts.

• Change classes on the fly to meet every challenge.

• Master the art of combat to defeat powerful bosses and their tricky minions.

• Depending on your mastery of the genre, you can expect 20-30 minutes of gameplay.


Tips and Tricks

Tutorials and tips are pretty limited in this prototype, so here are a few things that may not be clearly communicated:

-Each class and weapon set will work a bit differently, but generally speaking, pressing Down + B will switch between your Main Hand and Offhand weapon and pressing Up + B will use that weapon's special attack or skill.

-Some enemies can be jumped on to stun or damage, some cannot. I won't spoil which is which.

-Press Up on the D pad to interact with objects. In addition to doors and chests, you will find notes and certain desks/journals you will need to read in order to progress.

-You may find a using a torch in dark areas may lead to some interesting finds. You can also use the torch to light wall torches in completely dark rooms.

-Each Class has its own unique Main Hand and Offhand weapons. In the current version, each Main Hand weapon has a usable combat skill. I hope to be able to implement upgrades to each weapon and its skills.

-Firing projectiles and successful shield blocks will consume energy.  Conserve your energy for when you really need it. Just like real life.


Want More?

Visit atavistgames.com to check out the progress on the new version and other cool stuff! I'm a one man team, but I try to update the News and Dev Blog pages and much as possible. Thanks for your support!



StatusIn development
PlatformsHTML5
Rating
Rated 4.9 out of 5 stars
(31 total ratings)
AuthorAtavistGames
GenreAdventure, Action, Platformer, Role Playing
Tags2D, Fantasy, Metroidvania, Pixel Art, Retro, Side Scroller

Download

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Click download now to get access to the following files:

TheFallenCrown -Alpha_v012.gbc 1 MB
TheFallenCrown -Alpha_v012.pocket 1 MB

Development log

Comments

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(+1)

Amazing work here! I am looking forward to your official release.

(+1)

Hmm. Maybe im stupid, but I cant use the key!

nvm, im stupid. Gr8 game by the way.

thanks! And glad you got that figured out.

a game so graphically advanced, it shouldn't work on the GBC. 
One of the most anticipated GBC games.

(+1)

thanks! Can’t wait to get this thing finished.

Looking forward to this game! Any news at the end of the year?

I probably won’t do a big kickstarter update before the end of the year, but I’ve been adding in new areas NPCs and enemies. You can catch up on small updates on Twitter. Just posted this new art today: 

Looks amazing! One of the most interesting GBC games coming up out here in these times!

thanks! I’ve got big plans for this game, I’m glad everyone seems to dig it so far.

Please tell me this project isn't dead. :( I'm anticipating this game the most right now.

of course not! I post something new on twitter once or twice a week. I’m a solo dev so I don’t have time to hit all the platforms with updates. I will definitely update the demo here, but that’s probably still a few weeks out.  https://twitter.com/atavistgames

Oh good T-T Your game is amazing!

Even looking better than Repugnant Bounty.

I hope you put work into "stereo-fying" the tracks though.

Thanks! The music is the one thing that I don’t do, but I’ll try and make that happen.

I chip a little myself, lmk if the guy needs help.

wonder if this guys ever played dead cells   i

                                                                                               i    )

(+1)

I have! It’s a fun game, but rogue lites are hit or miss for me. I prefer a hand crafted world than replaying procedurally generated levels over and over again. But I can definitely see the comparison there at the start of the game :)

It was a joke because the start of the game looks exactly like ramparts

Hello! Is there anywhere we can report bugs?

I don’t have any official channels yet, but you can submit any bugs you find to larson@atavistgames.com Thanks!

hm, currently no collision detection in the boss fight at the top right, so cant continue :-/

same

I thought I replied to that first one, sorry. It’s a bug, I meant to block that room off. I haven’t finished the AI and collision on him yet. I’m doing a little enemy rework right now actually.

thanks for telling us. great looking game btw. i wonder if you're familiar with dead knight by backterria

(+1)

I am, actually. This game was originally titled ‘dead of knight’ but after searching to see if the name was taken I discovered Dead Knight and figured that was too similar in name and style. There is also a game called ‘dead of night’, so I changed the name to The Fallen Crown. It does looks pretty fun!

Hi, Guys I just saw the gameplay on Riggs channel, This is the best-looking GBC game I ever saw.  Great work, I love the character, it has a lot of potential, I hope this will be the start of a big and important Saga.

I hope so! I’ve got a whole sagas worth of content planned. I’ll pump out retro games as long as people are interested haha

(+2)

This looks incredible. I know that dev can be a tough thing to tell sometimes, but how far along do you think you are on this? I'm truly impressed by how much you can squeeze out of the hardware, especially as a single person team!

thanks! Depends on if we hit any stretch goals, that would mean more content, but roughly 60% or so. The target release date is about this time next year.

That's awesome, I've backed it and will look forward to the finished product. Truly looks fantastic this far!

thanks so much! I really appreciate the support. Keep an eye on the games Twitter account, I’ll be posting updates and previews for upcoming stretch goals. I just posted some concept art for the refinery area yesterday. :)

Deleted 300 days ago

that gets revealed as you play through the game, I don’t want to spoil anything. He starts nameless with no memories, but he plays an important role in the current events and lore of the world. 

also, thanks!

You should add the metroidvania tag! This slipped under my radar

You’re a genius!

i´ve played a few minutes, but im very very interested. have you thought in a physic edition with the cardridge?

(+1)

oh yes! I can’t announce anything officially yet, but if you subscribe on my site(www.atavistgames.com) or follow me on Twitter(@atavistgames) I’ll announce it in the next couple of weeks. And thanks for your interest!

(+1)

An exquisite job! It is incredible that what my eyes see runs on a Gameboy Color! Congratulations! I'll be looking forward to playing it on my Twitch channel whenever you like.

(+1)

is that rat guy invincbel ?

oh crap! I should have kept that room blocked off. I don’t have his collision and hp added in yet. That’s what I get for doing minimal play testing. Thanks for the heads up haha

(+1)

Lol I thought it was the first boss and I got stuck trynna fight him for 1 hour

oh geez my bad. I need play testers haha

i mean  i would llove to play test games like this i grew up playing retro looking games

also there is a few glitches i found if you really want to know

well, not even the "invisible arena" walls are solid.left wall is only half height so you can jump over it.
right wall has no colision at all.
sadly the room next to it is empty though :-(

(+1)

I forgot to block off that room on that particular build. That whole section is incomplete and I haven’t had a chance to upload a fix yet. Sorry! It may still be a few weeks until I can do that, there are a few other things I need to fix as well.

This is incredibly put together. Ive been working on my gb studio game for about a year and this just made me rethink everything I’ve made so far. This is the kind of work that makes all of us better. I can’t believe this is a game boy game!

Played a bit! Looks good, feels good, sounds good. I love that it's made with GB Studio. Looking forward to seeing more!

This looks incredible so far! Looking forward to seeing where you take this :D

amazingly great crafted, i wish i had this skills, graphically impresive and great stuff, i found the little treasure room at the start wih all the items, really amazing trick!

haha thanks! I snuck that in there so I could test certain things, I forgot to take it out for the public build but I didn't think anyone would find it. very thorough!

also when you enter you can see some graphical errors, also entering the pause menu shows them

Cool thanks for the heads up. I’m hoping to have that fixed by this time next week.

This a fantastic game with a huge amount of professional details, well done :)

thank you very much! I can’t wait until I can get some more updates going.

(+1)

Alpha Beta Gamer sent me 👍

From one GB Studio user to another, this is *chef's kiss*! 💪😎

(+1)

thanks so much! That video was a surprise and has been a huge boost.

(1 edit) (+1)

the amount of details is insane, you must always be at the limit of the maximum tile display, right?

thanks! I’m maxed out on bg tiles, sprite tiles and palettes in just about every scene haha

Saw the Gameplay from Alpha Beta Gamer and I feel in love with the pixel art. I look forward to the release

Thanks so much! I’ll be trying to post as many updates and dev logs as much as I can.

Nice work, I seem to be stuck, how do I pull the lever to open the gate?

you’ve got to pull the dagger from the corpse in the second room then hit the lever with an attack.

pressing ‘up’ will interact with objects when you’re next to/in front of them or let you talk to NPCs.

(1 edit)

Thanks, I missed the fact you have to “trade”.

no prob! It’s good to hear stuff like this. I’m trying to find the right balance of not directly spelling things out for the player, without being too obtuse. Thanks!

Great game! I had fun with it!!

I love the graphics and mechanics. The light effect by the torchs are awesome!

The controls are a bit rude but I supose this is intentional, acording legacy games.

Added to my collection! I will stay tuned!

Thanks! The controls were mostly a limitation of the older version of GB Studio.  I just uploaded a new and improved version today  if you get a chance to check that out. I'll be posting a dev log about soon.

(+1)

Of course! I will check it!

When can someone expect a physical release? I would like to subscribe to be notified 🙏

Thanks! I’m at least a year from a physical release. You can subscribe on the website or follow me on Twitter for updates on stuff like that. I’ll have a new version up here in a day or two.

So SIC man! Really inspiring work. Congrats!!

Thank you! I’ve got a new updated version in the works, so stay tuned. I post updates on twitter fairly often.

Love the art and the atmosphere. Only downside this far for me is the movement. It's not your fault at all since it's a legit design choice, but I can't deal with the momentum. But even though I fall to my death all the time, it's really fun.

(+1)

Thanks for the feedback! It’s still something I might tweak, but if you find and equip the soldiers gear, you’ll slow down faster and have a bit more control. I want to have each class feel a little different which moving and attacking.

Loving it so far.  The style is great!

I noticed your reddit post in the r/gbstudio was auto removed, like so many others... not sure what is going on with mods there but the automod bots removed so much stuff without informing anyone as to why... check out Reveddit and you'll see your post was removed without any notice... it will still show in your history like it went live but, no, it was deleted... I'm trying to reach out to the subreddit mods but haven't had any reply yet...


Keep up the amazing work :)

thanks so much for the feedback and the heads up. I'm still learning how to/what to post and where on reddit, and I'm sure I never would have noticed that. I see now there's a thing up top saying it was removed by spam filters. It's fine. I'll post more like my other post, trying to highlight something specific things I'm working on and hope for the best.

(1 edit)

I really like what you did with this game.

A lot of Gameboy vibes here, but I want you to know about bug :

- Magic torch doesn't show inside inventory ( there isn't any icon).

- The PG doesn't attack all the time and all the room, sometimes even with rogue's gear you can't attack.

- Like Magic torch, soldier's gear is inside inventory but without an icon you can't figure it out.

-Last but not least in the bossfight with giant slime you run over it, you'll go outside of the map and you can't go back.

Sorry for my bad english

(+1)

thanks for the feedback! I haven’t shared the game yet so I can address these bugs first. I’ll hopefully have the time to fix these in the next couple of weeks, so stay tuned!

It took 2 months instead of 2 weeks, but I've addressed your suggestions and added much more. It's still far from perfect, but you won't run into any of the same issues and will have much more to play. I hope you get the chance to check out the newest version of the game, and I would once again appreciate your feedback. Thanks again!