Crossing a bridge towards the final castle while carrying the requisite Macguffin sword will spark a boss battle that will open up a path to the end of the game.

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One of the earlier creatures you will encounter in Even Goblins Fall In Love is the Haniwa, an animated clay statue.

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Here's a first look at the Jabberwock, the final boss of Even Goblins Fall In Love.

It took a lot of work and a bit of trickery to get this image into the game, but it was totally worth it.

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My game production super power is having a compiler that literally stops working if I try to add too many features to my game.

Here is build output for Even Goblins Fall In Love that tells me I have an estimated 958 bytes of space left in PRG ROM.

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Welcome to Adalwood, a forest town in Even Goblins Fall In Love.

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I have an initial implementation of decoding an additional compression layer for my world map data in Even Goblins Fall In Love. It saves me ~600 bytes of code size, but it decodes way slower than the less compressed version.

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Dumpstar is an enemy based of a bugged-out enemy that showed up during testing at an expo.

The kit-bashed graphics from the bug looked so cool it's now a real creature in the game.

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Okay, I think I've got a way to shave about 950 bytes of data (minus the additional code needed for runtime decompression) from the world map for Even Goblins Fall In Love.

More compression means more game on a 64kb ROM.

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Back in the day, you needed a Nintendo Power subscription to have someone tell you that monsters get stronger across bridges.

In Even Goblins Fall In Love, the NPCs tell you for free.

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Finally found some time to sit down and design some of the final dungeon in Even Goblins Fall In Love.

I'm working on adding some gimmicks suitable for a place called The Throne of Lies.

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