I don’t think I’ve seen anyone comment on ‘Owlboy‘ without using the word ‘Beautiful’; D-Pad Studio’s troubled little owl has captured the hearts, of what seems like, everyone who has had the pleasure of soaring with Otus. The reported 10 year development time is striking, not only for the commitment and dedication from the small dev team, but because I’ve seen the evidence of that dedication in every screen of the game thus far in the hours I have spent with Otus. It would be easy at this point to reach for Hundstrasse’s “Big Book of Cliches” and use one of the many appropriate phrases such as “Owlboy is a love letter to the 16-bit era“, or “The creation of ‘Owlboy’ serves as an homage to the retro platformers that crossed swords in the fabled console wars of the 90’s“, but this would be doing a disservice to what ‘Owlboy’ ‘is’.
‘Owlboy’ is a beautiful and engrossing sprite based platform game.
The developers may have intended ‘Owlboy’ to be a 16-bit inspired metroidvania style action-adventure-puzzle-platformer*, but my experience with Otus tells me that it doesn’t need to carry a disclaimer that it is trying to be something; it stands very easily as its own thing.
Any of my regular followers who are so committed to the cause that they’ve also ventured to follow me on Twitter may have noticed sporadic postings in shaky phonecam footage of a curious little device known as an Arduboy. This credit-card sized GameBoy inspired curio is powered by that staple of the maker community, the Arduino, neatly packaged together with a sharp 1-bit 128×64 OLED display, 4 directional buttons, and 2 action buttons. It was a guilty impulse purchase sometime around October last year, and I wandered into it without holding out much hope that I’d get around to making anything worth releasing. I was initially drawn in by the promise of constraints, which is a strange pull, but I’ve often been amazed at how programmers for early systems were able to squeeze so much out of some very limited hardware (This article about the original Zelda is a great example). The Arduboy is a neat re-imagining of these early restrictions: A screen where each pixel can only be either on or off; The bare essentials of controls; and strict limitations on processing power, memory, and storage. The game making community has risen to this challenge with a wide range of neat offerings showing off just what can be done within about fixed envelope; the excellent Team-ARG and Jonathan Holmes (check out ‘Circuit Dude’) are just a couple of examples from the dedicated programmers who have adopted this little system. Continue reading “Not Just a Hat Rack: Deconstructing My 8-Bit ‘Masterpiece’”