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2025 demo of Guardian Cry (my 2d retro Zelda clone) is OUT!

beambrain.itch.io

Guardian Cry (2025 Demo) by BeamBrain

This demo includes a playable overworld, a new dungeon (the Minotaur Temple), some updated graphics, and general improvements to make the game play more smoothly. Check it out!

@Nakoichi@hexbear.net Pin please?

EDIT: Thanks for pin

26 comments
  • Some feedback:

    • I looked away for a moment and wasn't able to finish reading the intro text. I suggest changing it so it is dismissed with a button press instead of a timer, to make it a little more accessible.
    • The ratfolk are incredibly cute.
    • The crossbow traps start to feel gimmicky by the fourth one, though the gameplay of deflecting the bolts is pretty good. Particularly the way it is required to navigate to the end of the side room with the tricky platforming. I might try to throw some more of this platforming at the player then spring one of the harder 3/4 direction traps on them after they've had to deflect some bolts in other scenarios.
    • While the dungeon wasn't exactly linear, I feel like it could use a couple curve-balls. I might be biased though, since I have been playing a few classic Zelda games recently, getting utterly lost (for hours) in the OOT Forest / Water temples for example. On the other hand, it also makes sense from a design perspective to start the player on a more simple dungeon and ramp up the complexity, so as a first challenge it is fair.
    • Speaking of Zelda, one of the really cool things about the classic dungeons is the variety of things to look for. You aren't only looking for keys, but recurring items like the map or the compass, and most importantly, the special items which are A: really cool. and B: also serve as a sort of key, unlocking many aspects of the current dungeon. Saving the power-up for the very end of the dungeon (like the "stomp" ability) kind of limits progression within a dungeon to searching for and collecting keys (though obviously it does unlock many areas of the overworld later on). It feels there is room to develop this aspect of gameplay. There doesn't seem to be much in the way of an inventory, but I imagine at some point you might want the player to manage various quest items, or collect various things around the world like gems or insects or pogs or who knows what. You don't need to rip off Zelda, but I think the way items are used to create puzzles allows for a lot of variation in the dungeons and prevents them from being too repetitive (even while they follow a similar formula). Figuring out how to activate crystal switches with a boomerang, overcome obstacles like ice, fire, large boulders, spider webs, etc, activate switches with arrows, etc.
    • The controls screen is a mild spoiler, revealing abilities you will eventually learn ahead of time. I looked at it and noticed there was a button to stomp and to heal, then was confused when those buttons did nothing. Later on, I figured out what was going on, but figured I'd mention this for your consideration.

    It looks like you've got a lot of the core gameplay mechanics down, and are well on your way to actually building things with them. I am excited for you.

    • Thanks for playing, and for giving the feedback! I'll take this all into consideration in the future. And I'm glad you liked the ratfolk.

      There doesn't seem to be much in the way of an inventory, but I imagine at some point you might want the player to manage various quest items, or collect various things around the world like gems or insects or pogs or who knows what.

      That's what the emblems were supposed to be for

      • I got the impression these were collectables to trade or unlock something later on. Their purpose isn't obvious in the context of the demo, beyond their canonical description. :)

        Just saying, side-questy items can be a fun thing. Like trying to find trading cards or beanie babies or hats. Gives the player a reason to explore the world in depth, figure out what's at the bottom of this cave or at the end of that forest path, rather than just trying to burn rubber on their way to the next dungeon. Also things like trade quests, which can bring you from place to place. It can be a good device for introducing the player to various NPCs, slipping some lore in, fleshing out a sort of in-world culture and economy, etc. Could also unlock certain stores / events and stuff, optional (or not) game progression (like some junk-monger's wagon broke down and by finding them a wheel, they set up shop in a nearby town and you can get items from them). Helps give the impression that the player's influence on the world is manifesting in both big and small ways. It also makes it so NPCs have something to offer the player beyond a wall of text :)

        I imagine this is probably a process which happens pretty late in development though. There has to be a main quest before you get bogged down in side quests, and it is hard to balance optional items / abilities / upgrades before you know what the standard route will be.

  • Played through it a little bit and I was admittedly skeptical at first brush but I'm genuinely impressed as I get into the first dungeon. That four-way bolt trap with the timed button was diabolical.

    • Thank you! I'm glad you're enjoying it. You mentioned being skeptical at first - may I ask if there was anything particular about the initial presentation you found off-putting?

      • Nothing in particular. The graphical style just didn't stand out as very unique to me. Simple gameplay and a fairly linear introduction.

        Then I started getting deeper into the dungeon and dying a few times and getting that old school Zelda vibe

26 comments