Here's a link to the demo
I know I just finished a hack a few months ago, but I was bored and started working on another one. I was gonna make this hack at the same time as Super Ninji Land 2, but working on 2 hacks at once is a terrible idea so I didn't do that.
This is a hack I've shown off at the summer C3 of 2020. It was really early in development. (Link to C3 thread) I didn't know what to name it, so the placeholder name is now the official name.
Now, about the hack:
Story
The story is pretty simple. Someone stole the colors from the world and the player has to get them back. The 7 colors of the rainbow are split between 7 levels. The playable character is nameless for now
Overworld
Palette Island

This submap is a sort of hub. It'll lead you to the final area after the bridge is restored. The bridge gets restored after you hit 2 switches.
Witch's Wasteland

This is the final area, but you can't access the bottom part until you restore the bridge. This submap also leads to the 2 main areas via those stars. You can choose whether you want to do area 1 or 2 first.
Area 1: Warm Wilds

Originally, I had all the levels on one submap. I decided to split the levels between warm and cold colors. The warm colors are easier and the cold ones are harder
Area 2: Cold Cliffs

The submap for the cold colors. I'll make the blue and green parts blend in a little better.
Level 1: Faded Fields
This is a sort of tutorial level where you learn some things like wall jumps and spin jumping on enemies.



The mushroom replacement. I wasn't gonna have powerups at first, but that seemed a little unfair. You can find these in levels, but you don't keep them after the level.

The goal. All of the levels will end with a Color Sphere, but this one's a little different: it's all cracked!
Level 2: Red Forest
This is the first "color" level. There's a reason why this forest is red: it's on fire. Each of the color levels will have an explanation for their colors.

The level starts off as a normal forest. Each room of the level will have something different about it, this is to make each room feel a little distinct.

This room introduces these fire pillars

This room introduces oil. You sink into it like quicksand, but you'll take damage if you sink too deep.


The forest bursts into flames
Some more info
The hack isn't really accurate to the Gameboy style, the backgrounds scroll separately from the foreground and the background palette is different from the foreground. Originally, the bg would have the same scroll rate and palette as the fg. That got really confusing, so I changed it. I also decided to use layer 3 to make give the bg more depth.
Coins don't really have a use as of now. Since there's no life counter, 1-ups are worthless. I thought of having them give you a star when you collect 20, but that would break levels where you use enemies as platforms.
Dragon coins have been replaced by shattered color spheres. You only have to collect 4. They let you bypass a barrier that leads to a secret exit. They don't save, this is because they're an extra challenge: beat the level without dying. I'm not sure what the secret exits will unlock right now.
Why am I making this?
I'm mostly making this hack to get better at harder level design. I also wanted to make this because there aren't too many 8-bit hacks.
I know I just finished a hack a few months ago, but I was bored and started working on another one. I was gonna make this hack at the same time as Super Ninji Land 2, but working on 2 hacks at once is a terrible idea so I didn't do that.
This is a hack I've shown off at the summer C3 of 2020. It was really early in development. (Link to C3 thread) I didn't know what to name it, so the placeholder name is now the official name.
Now, about the hack:
Story
The story is pretty simple. Someone stole the colors from the world and the player has to get them back. The 7 colors of the rainbow are split between 7 levels. The playable character is nameless for now
Overworld
Palette Island

This submap is a sort of hub. It'll lead you to the final area after the bridge is restored. The bridge gets restored after you hit 2 switches.
Witch's Wasteland

This is the final area, but you can't access the bottom part until you restore the bridge. This submap also leads to the 2 main areas via those stars. You can choose whether you want to do area 1 or 2 first.
Area 1: Warm Wilds

Originally, I had all the levels on one submap. I decided to split the levels between warm and cold colors. The warm colors are easier and the cold ones are harder
Area 2: Cold Cliffs

The submap for the cold colors. I'll make the blue and green parts blend in a little better.
Level 1: Faded Fields
This is a sort of tutorial level where you learn some things like wall jumps and spin jumping on enemies.



The mushroom replacement. I wasn't gonna have powerups at first, but that seemed a little unfair. You can find these in levels, but you don't keep them after the level.

The goal. All of the levels will end with a Color Sphere, but this one's a little different: it's all cracked!
Level 2: Red Forest
This is the first "color" level. There's a reason why this forest is red: it's on fire. Each of the color levels will have an explanation for their colors.

The level starts off as a normal forest. Each room of the level will have something different about it, this is to make each room feel a little distinct.

This room introduces these fire pillars

This room introduces oil. You sink into it like quicksand, but you'll take damage if you sink too deep.


The forest bursts into flames
Some more info
The hack isn't really accurate to the Gameboy style, the backgrounds scroll separately from the foreground and the background palette is different from the foreground. Originally, the bg would have the same scroll rate and palette as the fg. That got really confusing, so I changed it. I also decided to use layer 3 to make give the bg more depth.
Coins don't really have a use as of now. Since there's no life counter, 1-ups are worthless. I thought of having them give you a star when you collect 20, but that would break levels where you use enemies as platforms.
Dragon coins have been replaced by shattered color spheres. You only have to collect 4. They let you bypass a barrier that leads to a secret exit. They don't save, this is because they're an extra challenge: beat the level without dying. I'm not sure what the secret exits will unlock right now.
Why am I making this?
I'm mostly making this hack to get better at harder level design. I also wanted to make this because there aren't too many 8-bit hacks.