#IGCvNES Homebrew Week continues. When I announced there would be a homebrew week, people said "yeah right, she'll probably botch it or sink into a depression and end up making it Homebrew WEEK!"

Scary accurate.

BUT they also said PROJECT BLUE!

This is the Project Blue thread!
Dad: "Wasn't Project Blue the name of the Superflu in The Stand?"

I think he's right.

#IGCvNES
1st impression: Project Blue controls a bit loose and thus will have a bit of a curve to get used to. Micro Mages really spoiled me

2nd impression: holy shit is this immersive. This is absolutely gorgeous and the Mega Man-style gameplay in this environment will be cool. #IGCvNES
Right from the start, the star of Project Blue is level design. Each room feels claustrophobic and cramped, which accentuates the theme. Project Blue plays really well, but it's really about atmosphere. It all comes together so well. I'm very, very impressed.

#IGCvNES
I'm blown away by Project Blue. Unreal achievement in level design for the NES. Hell, we're three games into #IGCvNES and I've already had the best controlling NES game (Micro Mages), given my Seal of Quality to a six-year-old, and NOW we might have the best level design on #NES!
Just shaking my head in disbelief.

This is so good.

When I said I wanted to lay NES homebrews.. I won't lie, I wondered "oh how good could they possibly be. It's the f'n NES."

Nine years of being IGC and I haven't learned a thing, I guess. Project Blue is awesome!

#IGCvNES
Project Blue is, as of right now, a legit contender for a Top 10 spot on the IGC Leaderboard. For that reason I might end up having to beat it.

There's so many bits of cleverness even early on. Like.. enemies go off springs too AND THE ROOMS ARE BUILD WITH THAT LOGIC!

#IGCvNES
Each room is so precisely designed that it's practically scientific. Each mechanic, enemy, and obstacle is then integrated into rooms, always changing up the order so you're not doing the same thing in repetition over and over. It's so well done. My God, this is great. #IGCvNES
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