Early sketch of the world of WITH THE LAST MOONBEAM
Early sketch of the world of WITH THE LAST MOONBEAM.

Looking back

Last month when I published WITH THE LAST MOONBEAM I said that I wanted to write something to reflect on the project. A couple of days after that, however, my partner and I had twins… so I’ve been a little too exhausted to do any blogging. Honestly I’m still exhausted (and I’m not expecting that to change any time soon), but I really want to get some thoughts down while they’re still fresh in my mind. So here goes!

In one prototype the player was a goat with a sword.
In one prototype the player was a goat with a sword.

Project timeline

MOONBEAM began as a response to creative doldrums I was stuck in during the early phases of the pandemic. After several years of exclusively focusing my game making practice on Bitsy and Bitsy games I was feeling some burnout and wanted to branch out a little.

I’d also become interested in the advantages of emulators and virtual machines as a way to distribute software, in large part thanks to the writings of Hundred Rabbits. Having some prior experience with GBA programming, I felt I could pick that up again with relative ease, and I knew I liked the hardware’s balance of capabilities and constraints.

What I didn't realize was that I was embarking on a two and a half year project!

Here’s a rough outline of how I spent that time:

In the tileset for MOONBEAM's overworld (shown here open in Aseprite) you can see tiles from several of my past Bitsy games. Choosing to stick with Bitsy-style tiles was a big turning point in the project.
In the tileset for MOONBEAM's overworld (shown here open in Aseprite) you can see tiles from several of my past Bitsy games. Choosing to stick with Bitsy-style tiles was a big turning point in the project.

Struggles & breakthroughs

I want to expand a little on the two breakthroughs I mentioned in the previous section, since I think they're both interesting in different ways:

Top-left: A passage in Twine. Bottom-right: The game code generated from that passage.
Top-left: A passage (fisher1) in Twine. Bottom-right: The game code generated from that passage.

This is map where the passage is used open in Tiled, with the fisher NPC selected. You can see the JavaScript that triggers the dialogue in the custom properties panel on the bottom left of the window.
This is map where the passage is used open in Tiled, with the fisher NPC selected. You can see the JavaScript that triggers the dialogue in the custom properties panel on the bottom left of the window.

And this is the resulting conversation playing in-game.
And this is the resulting conversation playing in-game.

Tools & resources

I’m always curious about what tools people use to make their games, so I thought I’d do a rundown of the toolkit I ended up using for MOONBEAM:

If you’re reading this and are interested in GBA programming but aren’t sure where to start, here are some of the resources I found helpful:

A panel from "On a Sunbeam" by Tillie Walden.
A panel from "On a Sunbeam" by Tillie Walden.

Influences & inspirations

Another thing I'm always curious about is what influences people are drawing from when they make their games. It's fascinating to me to see the ways folks' games are in conversation with each other, as well as with other media, and ordinary life. So here's a (necessarily only partial) list of things that inspired me while working on MOONBEAM:

More sketches and notes about WITH THE LAST MOONBEAM from my notebook.
More sketches and notes about WITH THE LAST MOONBEAM from my notebook.

Looking ahead

Thanks for indulging me in this bit of retrospection! I’ve been living with this project for a while now, so it feels good to take a moment to look back over the whole process before moving on.

This game was my largest to date. If there's one thing I’ve learned working on it that I will carry forward with me for future games, it's probably that when working on a larger project you have to get comfortable with not always being able to see the whole picture of what you’re making. Any designs or plans you have at the start are at best a map through untravelled country.

I'm not sure exactly what I'm going to work on next. I think it would be interesting to see if I can make another game with the Dogwood Engine (ideally something smaller though) to see how re-usable it is beyond this one game. Or maybe I'll try participating in a couple of jams. Of course, I also have a long list of potential game ideas in my notebook... but for now I think I want to try to allow myself some time where I'm not committed to anything very large.

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Stay well y'all! :)

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