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      Indie Retro Homebrew Showcase Interview: Crater Song

      Indie Retro Homebrew Showcase Interview: Crater Song

      Mysterious, melodic, and emotionally rich, Crater Song by Orebody Inc. reimagines what an NES game can be. Pairing sci-fi fantasy with inventive puzzle-adventure mechanics, it tells a uniquely haunting tale that stood out at the Indie Retro Homebrew Showcase at Super MAGFest 2025.

      On the distant planet of Orebody, twins Arco and Menuett are born with cursed harmonics that draw the attention of an ancient cosmic threat known as the Nox. Banished from their tribe and hunted by forces beyond the stars, they set out on a perilous journey to a sacred crater said to hold the cure to their affliction. Players guide both characters simultaneously using both NES controllers in an innovative single-player co-op system that offers a fresh and rewarding challenge.

      Blending environmental puzzles, music-based mechanics, and a quietly powerful narrative, Crater Song draws inspiration from Brothers: A Tale of Two Sons while crafting a story all its own. This is a thoughtful and artful adventure that sings even in silence.

      Tell us about how your game was born.    

      Vanderhoef: "Crater Song was originally developed for the NESMaker Byte-Off IV development competition. The core idea was inspired by the indie game darling Brothers: A Tale of Two Sons. I wanted to challenge myself to see if I could accomplish a similar single-player, two-character game but on the NES. After a successful initial demo build for the competition, I had fallen in love with the characters, story, and mechanics, so I was excited to expand the experience into a full game for a true release."

      What was the development like?

      "Development actually went very smoothly for Crater Song. There was an initial multi-week sprint to get it ready for the Byte-Off competition. Then, after taking a week or two off, I jumped back into the game to expand it and get it ready for a full release. The core idea is so strong and was so firm in my head that, while coding and design challenges did pop up, I marched forward at a steady pace. It's a fairly straight-forward dark sci-fi fairy tale, as I like to describe it, but I tried to pack a lot of content into the release for players to enjoy, including a Story Campaign, a Challenge Campaign, and a bonus mini-game."

      What's your favorite memory as a gamer?

      "That's a hard question to answer. I've been playing video games for around 36 years. I have really fond memories of staying up all night playing the original Halo on Legendary mode with my friends. I have a very distinct memory of coming home from the bar in college in the middle of the night and playing the final hour of Shadow of the Colossus by myself, mesmerized. More recently, many of my favorite memories are playing through Switch games with my 4-year-old son, introducing him to the same Nintendo characters and worlds that I grew up with."

      What games influenced Crater Song the most?

      "Brothers: A Tale of Two Sons was the primary influence in terms of core mechanics. Beyond that, like my other games set on the alien planet of Orebody, I was influenced by broader sci-fi aesthetics and iconography dating back to at least the 1970s, if not for decades prior to that. And, as with much of my work, there's some cosmic horror in there as well."

      Any fun stories or wild moments during development?

      "Nothing too exciting, unfortunately. Although Jordan Davis, the composer and sfx producer, did say he probably worked harder on the moan / grumble sound for our swamp golem named Gola than he did on any other piece of music or sound in the game. I want people to appreciate that green goliath's 'voice' when they hear it. 

      Also, it's always a highlight getting to work my artist Matthew Warren Lee on the paintings that become the NES box cover art. I hope people like that as well."

      Do you think preserving older gameplay mechanics in new games is important?

      "Absolutely, if they work well. Of course, innovating on those core ideas or melding them with ideas from newer games is also important. I always approach my retro game development with a perspective that has experienced the development of game design for the last 35+ years. So, bringing old ideas forward into new retro games AND bringing new ideas 'backwards' into new retro games are both important to me."

      What makes this game unique?

      "Unlike in most games, Crater Song is a one-of-a-kind NES experience that tells a dark sci-fi fairy tale and asks players to control two characters at the same time to solve puzzles and progress. To accomplish this on the NES, players hold controllers 1 AND 2 sideways, like Switch Joycons or Wii-motes, and control the twins Arco and Menuett at the same time using the two d-pads their thumbs have access to. With this basic setup in mind, the only other major button is Select, which is within reach of both thumbs, and acts as the 'Sing' button for each twin. The entire game is built around this setup and features myriad puzzles that ask the player to maneuver the twins around the screen, avoid monsters, pick up keys for locks, and sing on specific platforms to manipulate the environment and unlock the exit for each screen. It's a simple core concept, but it allows for a gradual building of complexity over the course of the six-chapter story campaign that keeps the game fresh and engaging."

      Anything else you'd like to add? Promote?

      "Retro game players interested in picking up a physical copy of Crater Song, or Orebody Inc.'s past two NES games, Orebody: Binder's Tale and Oratorio, can grab them at Premium Edition Games. The ROMs themselves are also available on itch.io.

      To stay up to date on Orebody Inc., people are also encouraged to follow us on Blue Sky."

      ---

      Crater Song is a short, story-driven experience that turns the NES into a stage for dual-character gameplay, environmental storytelling, and inventive puzzle design. Its unique control system and emotional core mark it as one of the most creative entries in the homebrew space.

      Originally built for the NESMaker Byte-Off IV competition, the game has since evolved into a deeper experience playable on both real NES hardware and modern emulators.

      Follow Orebody Inc. on Bluesky for more updates and visit their Linktree to learn more about Crater Song and the growing world of Orebody.

      Watch the trailer:

      Indie Retro Homebrew Showcase Interview: Children of Magia

      Indie Retro Homebrew Showcase Interview: Children of Magia

      Today’s spotlight from the Indie Retro Homebrew Showcase at Super MAGFest 2025 features Children of Magia, a whimsical adventure-RPG currently in development by the creative minds at Starlab!

      Deep beyond the reach of civilization lies the Island of Tydes, a place brimming with secrets, legends, and untamed magic. Felicia, a gifted witch and top of her class, sets foot on this mysterious land in search of answers. Drained of her power, she conjures Ruru, a magical child brought to life from ancient murals found across the island. Together, they’ll face magical puzzles, fierce battles, and forgotten ruins as they uncover the truth behind Tydes’ existence.

      Designed for the Game Boy, Children of Magia captures the essence of classic handheld adventures with vibrant top-down exploration, action-RPG mechanics, and a heartfelt story of magic and mystery.

      Explore the inspirations and creative spark behind Children of Magia, and see how this enchanting journey came to life.

      Tell us about how your game was born.    

      Starr Hazen: "Halfway through Repugnant Bounty's development, I built the foundation for the game but didn't truly begin development until about 2 or 3 months after the previous game's release. I wanted to make a Zelda game that catered to not only traditional fans, but fans who wanted a genuine challenge."

      What was the development like?

      "Lots of time during development where I was too burnt out to do anything, but still a bit more organized than the previous game's development was. The overworld map continuously goes through serious revisions as the game's structure develops. The game was supposed to be an 8MB game, but GB Studio currently supports only 4 MB, which is a limitation that sadly caused me to trim most of the overworld away. If GB Studio gets 8MB capabilities before the game's release, it will be delayed so I can refine old concepts and make the game as it was originally intended. Various assets have been commissioned for the game as well. People who work on my games are my "Gremlins", which should be seen as an honorable title."

      What's your favorite memory as a gamer?

      "Beating Majora's Mask for the first time!"

      What games influenced Children of Magia the most?

      "Zelda: Oracle of Ages, Majora's Mask, Link's Awakening, and Children of Mana."

      Any fun stories or wild moments during development?

      "Tears of the Kingdom released, and I ended up returning it for a refund. I now use TOTK as a guide of what not to do in Children of Magia."

      Do you think preserving older gameplay mechanics in new games is important?

      "Any gameplay mechanic from any time in history can have a whole game centred around it, but whether it's executed well is 100% on the developer or studio producing it."

      What makes this game unique?

      "Some areas and puzzles are directly influenced by URA Zelda's cryptic dungeon design. No, I'm not talking about Master Quest... Earlier dungeon designs for MQ were leaked a couple years ago and injected into Ocarina of Time. Did you know that the grave stones in the Deku Tree actually served a purpose in URA Zelda? They're switches! You also need Epona's Song to get through Jabu Jabu, since the cows are not just deku seed switches, but switches that are activated by the song, which absolutely blew me away when I figured it out. If GB Studio expands it's capabilities to 8MB, I'll instead save those specific puzzles for an URA-style mode and make the vanilla quest."

      Anything else you'd like to add? Promote?

      "Remember kids, you never lose if you just quit."

      ---

      Children of Magia is an action-adventure RPG for the Game Boy, set on a mysterious island filled with ancient secrets, magical puzzles, and powerful foes. As Ruru, a conjured familiar brought to life by a brilliant young witch, you’ll explore the Island of Tydes, uncover hidden truths, and battle through a rich, handcrafted world inspired by the golden era of handheld gaming.

      Developed by Starlab and authored by Repugnant Bounty, Children of Magia is a brand-new Game Boy title that channels the spirit of classic top-down adventures. With its original hardware support and a passion for nostalgic storytelling, the game is a standout addition to the modern homebrew scene.

      Follow Starlab on X to get more updates about the game and check out Children of Magia on their website

      Watch the trailer:

      Indie Retro Homebrew Showcase Interview: Infinity

      Indie Retro Homebrew Showcase Interview: Infinity

      Today’s feature from our friends at the Indie Retro Homebrew Showcase at Super MAGFest 2025 highlights Infinity, a gripping RPG-strategy hybrid developed by Incube8 Games!

      Originally designed for the Game Boy and Game Boy Color, Infinity takes players deep into a richly woven tale of war, loss, and ancient evil. As a forsaken knight, you'll traverse a fractured land plagued by dark powers and political unrest, uncovering a sinister plot that threatens to consume everything. With over 50 locations to explore, 100+ items to discover, and a tactical combat system that rewards thoughtful planning, Infinity delivers a grand adventure in classic 8-bit style.

      Curious how this long-lost gem finally saw the light of day? Dive into the development story behind Infinity and the passion that brought it to life!

      Tell us about how your game was born.    

      Incube8 Games: "The journey of "Infinity" began in the late 1990s when developer Justin Karneges helped by  Hideaki Omuro set out to create a Game Boy Color-exclusive RPG as a spiritual successor to Justin's popular TI-83 calculator game, Joltima. The game was groundbreaking on TI calculators and gathered a dedicated following. "Infinity," originally named Joltima 2, was designed to build on this success, retaining elements like class-based characters and trailing party dynamics while evolving into a much more ambitious project. The game gained momentum at Affinix Software, but as the market moved to the Game Boy Advance, development was halted and the game remain unpublished. Thanks to a resurgence of interest and a successful Kickstarter in 2021, Incube8 Games revived Infinity, bringing the dream full circle with the backing of original creators and new talents."

      What was the development like?

      "(Development is still ongoing) Developing Infinity is both inspiring and complex. We’re working with decades-old code, a unique challenge for both the original team members and new developers. From porting old tools to modern systems to crafting tools for efficient testing, the process has been incredibly involved. Fun highlights include adapting the original battle system and creating visually detailed environments that fit within Game Boy Color limitations."

      What's your favorite memory as a gamer?

      "The first game I finished—and in fact, the first game I ever purchased—was The Legend of Zelda: Link's Awakening on Game Boy. I remember each time I obtained a new Instrument of the Sirens, I’d rush to the giant egg to hear how it enriched the melody. It all culminates in that unforgettable moment when you gather all eight Instruments, play the Ballad of the Wind Fish, and open the giant egg for the first time—defeating the boss and finally uncovering the truth!"

      What games influenced Infinity the most?

      "Infinity draws inspiration from many classic RPGs, particularly Final Fantasy and Dragon Warrior. The original team admired these games for their rich stories, character-driven adventures, and complex battle mechanics. Our goal was to capture the same magic but tailor it to the unique hardware of the Game Boy Color."

      Any fun stories or wild moments during development?

      "One of the biggest moments was the addition of legendary composer Yuzo Koshiro to our soundtrack—a thrilling milestone! Another memorable event was discovering and revamping our original tools and assets, a true time capsule of early 2000s development quirks and nostalgic challenges. And there’s been plenty of debugging fun with the Game Boy Color’s very limited hardware, which has brought out the team’s creative problem-solving side."

      Do you think preserving older gameplay mechanics in new games is important?

      "Absolutely. Older gameplay mechanics carry a timeless appeal that resonates with players of all ages. Preserving these mechanics, while enhancing them with modern polish, allows players to experience a blend of nostalgia and fresh excitement. Infinity captures this spirit, preserving turn-based battles and retro pixel art while adding a modern layer of quality of life improvements."

      What makes this game unique?

      "Infinity stands out as a full-fledged, modernized RPG on a retro console, the Game Boy Color. It’s a labor of love that merges 20-year-old assets and code with fresh updates in art, music, and gameplay mechanics. Plus, the journey of bringing an abandoned game back to life adds a special history and appeal for players and collectors alike."

      Anything else you'd like to add? Promote?

      "Infinity’s journey highlights the passion behind game development, and we can’t wait to share it with you on platforms from Game Boy Color to Steam and Switch. If you want a taste of classic RPGs reimagined, Infinity is the game to watch! Plus, our amazing backers made this all possible, so thank you for believing in Infinity and helping us bring it to life."

      ---

      Infinity is a tactical role-playing game for the Game Boy and Game Boy Color, set in a world teetering on the edge of war and consumed by an ancient evil. As a disgraced knight, you’ll navigate political turmoil, personal grief, and dark forces in a rich 8-bit world featuring over 50 explorable areas, 100+ items, and a unique turn-based combat system.

      Originally developed by Affinix Software between 1999–2001, Infinity was shelved due to shifting market trends. Two decades later, Incube8 Games—alongside members of the original team—has revived and completed the game for its long-awaited physical release.

      Follow Incube8 Games on X to get more updates about the game and check out Infinity on their website

      Watch the trailer:

      Indie Retro Homebrew Showcase Interview: Discrete Orange

      Indie Retro Homebrew Showcase Interview: Discrete Orange

      Today's Interview Spotlight from our friends at the Indie Retro Homebrew Showcase at Super MAGFest 2025 features the charming action-puzzle game Discrete Orange by Tardigrade! In this quirky adventure, you'll play as a cute little Orange, and you must navigate through puzzle-filled levels and collect chocolate, using non-continuous turn-based movements.

      Curious about how this fruitful concept came to life? Read on to see the development story behind Discrete Orange!

      Tell us about how your game was born.    

      Tardigrade: "I wanted to build on a game idea I had back in 2007—a platformer that felt like a Game&Watch. I made a prototype for the PSP back then, but I barely scratched the surface. When the GBA Jam 2024 was announced, I thought it would be great to create something for the GBA, and that’s how the project started."

      What was the development like?

      "Balancing work on the game with a full-time job and family life made finding time challenging. Thankfully, using public domain assets and a relatively simple library (butano), certainly helped. One of the main focuses became level design, a task I had a lot of fun doing."

      What's your favorite memory as a gamer?

      "Not surprisingly, some of my favorite gaming memories come from playing Game & Watch LCD games back in the '80s. I still have a deep love for them to this day."

      What games influenced Banana Bash! the most?

      "The discrete movement mechanics are inspired by Game & Watch games like Donkey Kong. As for the turn-based element, I've always enjoyed games of that type, especially
      a 1996 puzzle game called D.R.O.D. (Deadly Rooms of Death), which had a really strong
      impact on me.
      "

      Any fun stories or wild moments during development?

      "Not especially fun or wild, but a nice development was having my sister create the artwork for the game. She's a talented artist but had never used digital drawing software before, so she took this opportunity to learn, and I think she did a great job."

      Do you think preserving older gameplay mechanics in new games is important?

      "I don’t believe we should cling to outdated gameplay mechanics if they don’t hold up. I prefer to explore interesting ideas, drawing inspiration from both old and new games without distinction."

      What makes this game unique?

      "The idea of discrete movement and turn-based platformer was never done before
      to my knowledge, and I think it opens up possibilities for interesting puzzles.
      "

      Anything else you'd like to add? Promote?

      "The version of Discrete Orange playable at MAGFest is a demo. The full release, featuring new mechanics and levels, is set to launch on cartridge in 2025. If you enjoyed this demo, stay tuned for more updates! 😀"

      ---

      Discrete Orange is a homebrew game for the Game Boy Advance. It's a turn-based puzzle platformer with discrete movement.

      Play as a cute little Orange, navigate through puzzle-filled levels, and collect chocolate, using non-continuous turn-based movements.

      Follow Tardigrade on X to get more updates about the game and check out Discrete Orange on itch.io

      Watch the trailer:

      Indie Retro Homebrew Showcase Interview: Banana Bash!

      Indie Retro Homebrew Showcase Interview: Banana Bash!

      We've got a new feature for our interview spotlight with our friends from the Indie Retro Homebrew Showcase at Super MAGFest 2025, and today, we have the winner of Best Gameplay, the action puzzle game Banana Bash! by Brian Flanagan, and Robbie Dieterich. This reimagined Japanese folk tale is brought to life in an 8-bit world that blends classic action-puzzle mechanics with unforgettable charm. The game gives a funky remix to an ancient legend, turning it into an adventure brimming with vibrant, ultra high quality pixel art, wacky characters, and a head bobbing soundtrack like nothing you've heard on the NES!

      Time to look into the development of the game! 

      Image

      Tell us about how your game was born.    

      Brian, and Robbie: "I took a simple, familiar mechanic and pushed it to its limits, exploring every way to keep it fresh and engaging.

      The game is a remix of Japanese folklore, (loosely) inspired by an ancient Japanese legend that shapes its world and aesthetic."

      What was the development like?

      "Long, way too long! But had we rushed it, it wouldn't be the game it is now."

      What's your favorite memory as a gamer?

      "Late ‘80s arcades—the thrill of walking in and discovering something completely new, with no previews or spoilers. Every game was a surprise, and that sense of discovery was pure magic."

      What games influenced Banana Bash! the most?

      "Games like Don Doko Don, Snow Bros., Bubble Bobble, and Rainbow Islands were major influences. Their tight mechanics, creative level design, all played a role in shaping the game."

      Any fun stories or wild moments during development?

      "Not exactly wild, but bringing in my former iNiS programming compatriots to help finish the game was a lifesaver. Their expertise and camaraderie made all the difference.

      Also seeing what our hired gun, Antoine did for the water effects was a major boost!"

      Do you think preserving older gameplay mechanics in new games is important?

      "Definitely! Especially in 2D games, where movement is still mainly limited to two axes, looking to the past is key to shaping the future. Retro mechanics provide a foundation that can be refined and reimagined in new ways."

      What makes this game unique?

      "The game stands out with its unique mechanics and a super poppy soundtrack featuring genres like disco, ’60s pop, and ska styles rarely, if ever, heard in NES games. We also have a vs. battle mode!"

      Anything else you'd like to add? Promote?

      "Huge thanks to Mega Cat for giving us a spotlight, and a fistbump to the judges for voting us with for gameplay! 

      I hope you all enjoy our homage to ’90s arcade action! We’ve poured our hearts into this game, packing in tough bosses, rewarding endings, and nonstop fun. If you’re excited to play, you can register your interest on our Kickstarter."

      ---

      Join Ooki the monkey on a whimsical journey across a mysterious island to reclaim his stolen bananas from a cunning clan of crabs! Navigate through lush jungles, sandy beaches, deep lakes, and perilous oceans, each filled with its own surprises. But beware: the crabs are calling in backup—bigger, tougher family members who’ll stop at nothing to keep Ooki away!

      Jump, punch, smash, warp, and swim through mind-bending traps and puzzles. Will you outwit the crab clan and reclaim your treasure? Embark on this epic journey in Banana Bash! and rewrite a legendary tale, 8-bit style!

      Follow Work3 Studio on X to get more updates about the game! Follow Banana Bash! on Kickstarter to get notified of its launch

      Watch Banana Bash! trailer here: