Sword of the Apocalypse - GameBoy Color Episode 1
Overview:
Sword of the Apocalypse is a brand-new cinematic arcade-style platformer for the Gameboy Color. From Gunsavior Pictures, directed and produced by James Couche
Download the .gbc rom file here!
Story:
Save humanity as a wandering Ronin or a no-nonsense Gunslinger against a dangerous cult hell-bent of nuclear annihilation.
Controls:
| KEYBOARD | CONSOLE | |
| Movement | WASD, Arrow Keys | Directional Buttons |
| Jumping / Wall Climbing [Player 2] | K, Z, Spacebar | A Button |
| Attacking | J, X, Alt Key | B Button |
| Crouching | Holding Down Button | Holding Down Button |
| Dodge Rolling [ Player1] | Down + Jump | Down + Jump |
| Start Game | Enter Key | Start Button |
Licensing:
This project shall not exist nor be related to any non-fungible tokens ("NFT") or blockchain-related projects.
Credits:
- Art and Code: Elvies
- SFX: Tronimal
- Game Engine: GB Studio 4+ by Chris Maltby
- Produced by Gunsavior Game
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 4.8 out of 5 stars (4 total ratings) |
| Author | Elvies |
| Genre | Action, Platformer |
| Tags | 8-Bit, Arcade, castlevania, Game Boy ROM, gbstudio, Pixel Art, Retro, Singleplayer |
| Content | No generative AI was used |
Development log
- update 4 [build 0.32]Aug 24, 2025
- update 3 [build 0.26]Aug 20, 2025
- update 2 [build 0.22]Aug 16, 2025
- update 1 [build 0.20]Aug 13, 2025




Comments
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can I download it?
read the overview XD
Says I don't have access to the page.
updated the link, hope it redirects properly now
I downloaded it, thanks, the link works now.
Will you publish the final rom here?
the final rom is in the link in the overview. as i am only the programmer not the ip holder, this is only the demo
It looks nice. We look forward covering it at a later point.
Hey , I can't help but notice you really have a love affair with the Knockback mechanic in your games !
What makes it worse in this game is that after getting knocked back your sprite ends up facing the opposite direction from the enemy sprite and sluggish player avatar response means that you usually get hit AGAIN !!! 🤬🤬🤬
Also players can be hit by enemy attacks that come from off screen !
Like ..... WTF 🤬🤬🤬
The animation for dodge roll is too .... Clunky ,not to mention that the double tap forward command is not very ideal 🤔
Your game has potential but seriously needs work !
Graphics and sound are great, but there are couple of things that make this more difficult than it needs to be. The main character sprite is too far forward on the screen, so, when enemies spawn there's not enough time to react. To alleviate hand strain making the roll a button combo (down+A) would be a lot easier on my hands. Also, the double press made me accidentally roll into enemies when I was trying to position myself to hit enemies with the sword.
The button combo makes it a lot easier to execute the roll, but now it looks like the jump can be triggered during the roll. So, if you hold down and spam "A" you can effectively skip over large chunks of the levels.
edit: are you supposed to be able to roll over the spike pit in the third part of the demo if you choose the swordsman? I can't jump over it, and I can't get the jump+roll to trigger to get over it either.
Yes, you're supposed to roll over those spikes. There are also a few cases where difficult, low ceiling jumps can be cleared with the roll.
I might be doing something wrong, but it looks like the roll isn't working correctly? I took a short video to demonstrate: https://vimeo.com/1110316662?
had to give up on the first boss due to the fact that getting hit turns you in the opposite direction and its too slow to turn back around and get a hit in without getting smacked again ... everything else is great - controls , graphics etc - but this is a game breaker for me .
Boom !!! My thought exactly !!!
😓😓😓