Legendables: (WIP Title)
What started as a Zelda 1 clone has developed into a multi-player couch co-op adventure game. The engine is still VERY much a work in progress, and honestly I'm just making this post to grab hold of the name first.
Version: Alpha 01
Controls: Designed for use with gamepads
Gamepad
D-pad or Left stick:
Move player
Right stick:
Aim attacks (While wielding the Dance Slippers)
Start button:
Pause (Player 1 only)
Face buttons (oxsh, abxy, etc.) and Left & Right bumpers:
- Pick up item: Press a button while standing on an item assigns it to that button
- Drop item: Holding a button for a few seconds drops its item
- Use item: Press a button to use its item
Keyboard (Default Picotron controls)
Arrow Keys:
Move player
WASD Keys:
Aim attacks (While wielding the Dance Slippers)
Enter Key:
Pause (Player 1 only)
Action Buttons: Z, X, F, G, Q, and E
- Pick up item: Press a button while standing on an item assigns it to that button
- Drop item: Holding a button for a few seconds drops its item
- Use item: Press a button to use its item
Progress & Screenshots
2025-05-23
- Added: New art assets for the family of protagonists, the Kotron Family!
- Added: Pressing start pauses the character (incomplete)
- Added: Animated tiles
- Added: New Item, the Acorn Lantern lights up the area around the player. Multiples makes the area larger
- Change: Beenerang can now be thrown diagonally
- Change: Shield now does zero damage but bumps baddies back
- Fixed: Shield drop time is too short --Extended drop timer to 180 for now
- Fixed: Enemy attack aminations are broken --Was using old single frame anims
- Fixed: Container Berries re-spawn --Container berries are now items
- Fixed: When full on hearts, picking up a Container berry, crashes the game --Reworked container berries to be consumable items
- Fixed: Hidden room crashes the game --Removed unfinished items in room
- Fixed: Leaving a room while your boomerang is out, deletes it --Boomerang now tracks what room it is in and deletes if player leaves
- Fixed: Dance Shoes + Shield only spins when starting facing down --Implemented overrides for anim, frame, and facing
- Fixed: Life berry varieties need to be more distinct in color/shape --Made sprite bigger for gold life berry
- Fixed: Drops can bounce off screen edge --Added fence collision to drops
- Fixed: When an enemy enters a door and the player pans the screen, the player teleports --All actors were sharing an inhereted hitbox table
- Fixed: You can break your own seeds if you turn quick with the shield on your back
- Fixed: Boomerang tile collision is too big and hits walls --Seperated the tile collision hitbox from the object collision hitboxes and shrunk it
- Fixed: Buttons fire off immediatly when picked up or when a player is created
2025-05-17
Alpha 1 release!
- Added: Death warps you to the starting area for now
- Added: All findable items are usable and have either a combat ability, utility, or both.
- Added: Fully explorable section of the overworld map
- Added: One explorable cave
2025-05-08
Big Milestone: Combat is done!

The Item framework is now finished and enables things like movement enhancements as well as ranged attacks

Melee attacks are also now possible

The actor system now supports baddies with their own unique movement behaviors and attacks are now handled by giving the baddie an item. The octomatos in this image have the slingshot that shoots seeds
Other
- Actors have more stats now (life, max_life, str, def, knockback, steady)
- Reworked projectile system
- Added roadmap
2025-05-04

Dash Boots - Sprint in a direction

Health bunch can fill and empty

Dance Shoes - Unlock aiming with the right stick as a passive. Activating them makes you pirouette on a cooldown.
- Status bar got a huge update
- Mini map
- Items with buttons
- Health bunch (hooked to player health)
- Placeholders for sugar cubes, keys, mail, etc
- Per player inventory (only code for now)
- Holds items
- Items can be assigned to buttons
- Items (kinda done-ish)
- Slingshot
- Dash Boots
- Dance Shoes
2025-04-25

- Up to 4 players
- Independant viewports that support edge scrolling
- The entire map is drawn and handles every entity (will probably break into rooms for performance)
Roadmap to a Vertical Slice
- [x] Player
- [x] Map
- [x] Items
- [x] Weapons
- [x] Monsters
- [ ] Boss Monsters
- [ ] NPCs
- [x] Drops
- [ ] Upgrades
- [ ] Shops
- [x] Inventory
- [ ] Title Screen
- [ ] End Screen
- [ ] Settings
DM me on the Picotron discord if you're interested in playing with alpha carts.


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This is very cool, it looks great! Having the little HUD on the side is a great choice, it also saves you from having to design maps around the modern aspect ratio.
I made an RPG template a while back that could handle multiple maps, players and viewports for you, feel free to take a peek and use some of that code.
But anyway, excited to see where this goes!



It's 2:30am here so I'm just gonna post the release and add a progress writeup later.
My only hope is that you have fun while playing Legendables.
...but if you feel inclined. I'd LOVE to know about any bugs you find. 😅
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