"Art heist at SPACESTATION SH-23" game title screen with pixel art detective boy character, labeled Detective Boy Roe Adventure.

Detective Boy Roe - GB Jam 11

Team project

Team game jam project

I joined GB Jam 11 to develop an "Ace Attorney"-style adventure game over 10 days. We wanted to ensure every element of the experience, from art to music to UI, captured that Gameboy aesthetic and feeling.

2023 (10 Days)
Date
Programming, Game design, UI design
Role

Working as a team

Initial ideation

Context

I had a great opportunity to showcase my project leadership and design skills during GB Jam 11. It was a 10-day challenge where me and my team, Nathaniel and Angel, worked hard to create a fun Gameboy-style game centered around a space theme.

Our game was a detective mystery similar to the Ace Attorney series, which we built using the GB Studio 3.0 game engine. We took notes from various pieces of detective media to create a Poirot and Hastings aspirer with Detective Boy Roe and his partner St-1ngs.

I'm happy to say we got 47th out of 402 entries overall in the jam!

Delegating tasks

Since we were working with such a short timeframe, we had to delegate roles to ensure we wouldn’t be spread too thin. While it was new to me, I volunteered to program the game. I have experience designing and handing things over to developers to engineer, and this would be a great way to bolster my understanding of that process from the other side.

We had to hit the ground running with getting the game together. While I didn’t have assets, I started working on a prototype of some of our main gameplay mechanics and systems. To keep track of all the assets and monitor our progress, the team started working on a document that helped track these items.

Spreadsheet titled detective boy roe showing dialogue, settings, characters, actions, and interactions for a game scene in a museum with lists of items, things, locations, player dialogue, rooms, hints, final deduction script, and question paths.
Mapping out the dialogue in Excel
Spreadsheet showing game asset tracking for characters, UI, and items with columns for needed and optional assets, creator, links, checkmarks, notes, and hex color codes.
Tracking ownership of asset production and assigning tasks

Creating a puzzle game

Workflow

Early prototyping

Having never worked in GB Studio before, it was essential to dedicate some time to learning the tool. I started by developing some basic movement systems within another prototype that helped communicate some ideas to the team.

Pixel art video game scene showing a character standing in front of stairs leading to a door in a brick wall with two mailboxes on either side.
This short movement demo was shared as a way to communicate how we could create our levels

Once I began finishing up location-agnostic systems like the menus and triggers, I decided to start ideating level layout and puzzle design. Beginning with some light sketches and placeholder assets let me move forward with prototyping other systems of our game while the rest of the art assets came through.

Hand-drawn sketches of early level design concepts including floor layouts, space partitions, and labeled areas like 'Entrance' and 'Gift Shop' drawn in red ink on dotted paper.
Initial sketches for our level design layouts
Pixel art map showing eight labeled rooms including Bathroom, Painting Room, Wildlife, Hub, Moai, Entrance, and Guest Shop, each with distinct pixel characters and decorations.
Early alpha stage versions of the game world with acters and objects in place

Creating UI

I also got to work on the menus and other UI elements. While the Gameboy has limited space and color to work with, there are still plenty of ways to communicate information to players. Creating a typeface and frame system that could work modularly would save us a ton of time going forward, and the best tool I could use for this would be Aseprite.

Aesprite editor interface showing a green hexagonal logo with the text 'GB JAM7' and 'MADE FOR GBJAM 11' on a starry background.
Demonstration of how I used Aseprite to build out the UI and how it could be edited easily

Working Within Scope

Engine limitations

Because GB Studio can export games to work on actual Gameboy devices, we had to work with those limitations for our game. For example, we needed to figure out how to hide elements of our menu screen.

Changing background tiles in GB Studio would be complex and take a lot of time to learn and implement. I had the idea to create the standard UI with the text and create an actor that sat on top of the background and could be toggled on or off with a trigger. This way, we can implement a core feature while staying true to our deadline.

Pixel art style game screen titled Memo with a dialog box containing unreadable text lines and a CONTINUE button below.

We also had to work closely together on art to ensure it could fit within the Gameboy’s tile size limit. The reality of game dev is that we might not be able to implement all ideas the way we want them, but we can still find ways to work around them to create the experience we’re looking for.

Pixel art cityscape with tall buildings, dark green foliage in foreground, and a speckled sky.Pixel art style cityscape with green buildings, trees in foreground, and a large left-pointing arrow in upper left corner.
Before
After
Use the slider to compare the original painting with the reduced size one

Launching our game

Testing

Internal & external playtesting

Once the game was in a finished, playable state, we went through it as a team and played the game through to iron out any bugs or inconsistencies we could find.

Game development interface showing pixel art game map, scenes, scripts, variables, and dialogue choices in a dark-themed editor.
Going through every room interaction and dialogue option as a team

We set out to wrap up a day early to share the game with others in our Discord group and get their feedback. I also got other people to play in person to watch how they played our game.

Reflecting on this project

Going forward

Further tweaking

While I’m unable to edit the game jam page since these stand as an artifact of what we could accomplish within the timeframe, I could see ways to make some improvements going forward.

Watching others playtest gave me some ideas on how to enhance the user experience. For instance, it would be great to have a notification sound for the checklist items or a prompt to guide you on where to go after completing the checklist.

Overall, this was an amazing experience I got to work on with a great group of people!

Let's talk some more

I'd love to walk you through my process and talk through decisions. If something in this case study caught your eye, I'd love to chat.