Episode 52: The Adventures of Panzer 3
A Homebrew Draws Near!
A blog series by @Scrobins
Episode 52: The Adventures of Panzer 3
Introduction:
Homebrew can be such a forward-looking scene that it focuses on the new at the expense of what it has already done well. So when a developer makes a good game and then offers more of what we like, expanding the lore and building out that sandbox rather than making a hard pivot, it feels like comfort food. A good sequel brings us the excitement of taking us back to a world we know we enjoy, to revisit characters we love, yet experience new stories with new stakes. Sometimes these games reflect significant gameplay changes to show off new features, and sometimes the differences are more subtle, with the substance and story constituting the novelty contained within. Either way, we’re in for the long haul.
For this entry, I’m covering The Adventures of Panzer 3, a platformer for the NES by Pixel Craft Games, and published by Dalyen Games. As of the time of this writing, the Kickstarter campaign has concluded and backers await the physical edition, however the digital edition can be purchased here.
Standard CIB edition
Development Team:
Dave Nemeth: developer
Logan E. Schad: musician
Lawrence Denvir: artist
Peter Bosman: play tester
Paul Daly: publisher
The Collector’s Edition, shimmer shimmer!
Game Evolution:
The Adventures of Panzer began long ago in 2010, with the Pixels by Panzer webcomic, which drew inspiration from a certain well-known MMO that needs no introduction. Dave Nemeth and friends formed a guild within the game known as Zergadins. Dave created the webcomic and channeled the group’s humor as pulled from their voice & text chats through basic pixel art, which developed a solid following.
Years later as NESmaker provided the opportunity for more people to develop games for the classic console they loved, Dave decided to resurrect his characters. The Adventures of Panzer series was born, with the first entry funded through Kickstarter during the summer of 2021, and the first sequel Kickstarted one year later. The second sequel launched on Kickstarter on August 1, 2024, meeting its initial funding goal within two hours! By the campaign’s end, 300 backers pledged more than CA$40,000, breaking, or zerging several stretch goals. Backer tiers included the game’s rom, CIB, and collector’s edition CIB (which included a gold cart, numbered box, gold labeled controller, art book, D. Muscles miniature, and 8bit Brix set). The stretch goals unlocked a poster, button, stickers, soundtrack CD and 8bit Brix upgrade (adding a 16x16 set to the existing 8x8 offering).
An image from the original Pixels by Panzer comic
Gameplay:
The Adventures of Panzer 3 describes itself as a platformer. You play as Panzer and the rest of the band of esteemed Zergadins as they seek to impress the World Council, which for some reason has yet to admire them despite their great exploits which have unfolded over the previous two games.
The controls are straightforward: press left or right on the D-pad to move accordingly; press the A button to jump, hold the A button for bigger jumps, and tap the A button for smaller jumps; press the B button to use your main attack and talk to NPCs; press Select to change your character or select an option item in menus; press Start to engage an option item in menus; press Up and B to use a character’s alternative ability (if applicable); and press Down to use Panzer’s downward thrust attack.
Screenshot from The Adventures of Panzer 3
Review:
The Adventures of Panzer 3 is a fun adventure that keeps its world fresh with a mix of good gameplay and silly humor. With extremely varied levels, you feel you are playing across a diverse and thrilling world, with a wide array of things to do. Your actions never feel tedious or repetitive. Meanwhile the humor continues its playful charm, touching other corners of gaming, especially the homebrew universe. Of course the Mega Man-inspired stage select screen is an obvious allusion, but players should appreciate the appearances of characters from Dungeons & DoomKnights and Arm Wrestling Classic. It all comes together in a way that feels familiar to play, but evokes an eagerness to explore and see what such a fascinating world has to offer, and what may be hidden.
Graphically Panzer is a treat. The central cast retains their basic appearances from the original comic and through the previous games, but every other pixel around them bursts with color and is assembled into beautiful sprite and environmental art. The varied levels are a testament to the development team’s diligence and desire to show us how much bigger Panzer’s world is than previously depicted. Musically, this game surrounds the player with a plethora of playful romps. At all times, you feel you are on an adventure that is thrilling, but like Panzer probably feels about the whole thing, it isn’t something to take too seriously. The music reminds you that even when you feel stuck, you are the hero, so it’s probably going to turn out ok. It’s hard for me to point to any one game or company that strikes me as its primary inspiration. I felt the fun of LucasArts mixed with the action & adventure of Konami. Nuff said.
Interviews:
Before setting out on your adventure with this game, you should read the lore as given by its master scribe, or you know, read what he has to say…
Dave Nemeth
-Before we dive into The Adventures of Panzer 3, I would love to talk about you and your background. What first inspired you to become a homebrew game developer? What is your origin story? What is the story behind Pixelcraft Games?
Back in 2010, I was a full-time player in World of Warcraft. A group of us who regularly raided together created a guild called "Zergadins." These experiences were some of the best of my late twenties and early thirties, and I wanted a way to remember those times. I started composing comic strips to capture the humor that flowed through our chats during raids. Lacking traditional art skills, I made basic pixel art instead. The artwork conveyed the humor and camaraderie perfectly, and soon evolved into a full webcomic with a cult following. However, as time went on, the crew moved on to other things, and I eventually decided to stop the webcomic too.
During the COVID-19 pandemic in 2020, I discovered NESmaker, which let me create my own NES game. Inspired, I decided to base the game on the characters and art from my webcomic. The game centered around Panzer, my old MMO character. We always joked that if Panzer was a real person he would be a well-decorated yet incompetent general, known for his arrogance and vain personality. Despite his flaws, Panzer's commands were followed, often leading to disastrous results. This made him the perfect, if ironically beloved, player character for the game.
-Who are your influences? And whose work are you watching closely now?
When I first entered the homebrew scene, the answer to the question of what inspired me was simple: Dungeons and DoomKnights. This NES homebrew game, developed by the amazing Adam Bohn, was a game-changer for me. Adam had already completed his Kickstarter campaign, and without realizing it, he demonstrated what was possible in the homebrew world. His main character, Artix, left a lasting impression on me, especially because of the many parallels between Artix and Panzer. That moment solidified my desire to dive into every aspect of game development. Ever since, I've been eagerly watching what Adam will create next!
-How would you describe your design aesthetic, and what to you are hallmarks of a game designed by you?
The most recognizable hallmark of my Panzer games is undoubtedly the pixel art style. For all the main characters, I use 2x2 pixels instead of the typical 1x1, giving them a distinct, blocky look. While I experimented a bit with this approach in Panzer 3, the character designs have mostly remained as basic as possible. Despite numerous criticisms over this choice, I've stuck to it. In contrast, the bosses are crafted with as much detail as possible, creating a striking clash in pixel art styles.
Another defining feature is the humor. I liberally sprinkle terrible "dad jokes" and puns throughout the games, adding a lighthearted and fun atmosphere.
-The Adventures of Panzer began as a webcomic dating back to 2010. How has Panzer evolved in that time? How has it stayed the same?
The characters have definitely been fleshed out a lot more. The original webcomics were all six-panel jokes that followed the same formula, with interchangeable characters that didn’t impact the gag. Now, with the Panzer games, each character has their own distinct personality, making the interactions richer and the story more engaging!
-How would you describe the sense of humor and camaraderie at the heart of Panzer?
The sense of humor in Panzer revolves around Panzer's sheer arrogance and everyone else trying to work around it. Panzer genuinely believes he is the greatest thing the world has ever seen, while everyone around him knows he's utterly useless. Blarghe, Panzer's right-hand man, has emerged as a fan favorite. The poor guy is constantly dealing with Panzer's antics and is the most "broken" member of the team because of it.
Blarghe is my workplace spirit animal
-What tools do you use to code and create?
I primarily rely on NESmaker and Photoshop for my projects. NESmaker is my go-to for creating and customizing classic NES games, offering a powerful platform for game design and development. Photoshop, on the other hand, is essential for crafting detailed graphics, from character sprites to intricate backgrounds. Together, these tools allow me to blend nostalgic game design with modern artistic techniques, ensuring a high level of quality and creativity in my work.
-Ever since my first episode, artist M-Tee planted this idea in my mind that a game’s protagonist serves as the player's point of immersion in the game, informing how we understand the game's world. I also believe that the protagonist’s design serves as a reflection of its designer. What is the intention behind the General Panzer’s design? Do you see yourself in him?
Haha, well, I really hope I'm not a reflection of Panzer! I crafted him to be the most frustratingly detestable player character imaginable—without tipping into outright "evil," of course. As I mentioned before, Panzer's design is based on my old MMO character. While I never saw myself as the top player, I always surrounded myself with exceptional talent. As the guild leader, everyone had to follow my lead, and, admittedly, some of my raid strategies were, let’s just say, less than brilliant. A prime example? I once told the team to completely ignore the boss mechanics and just unleash as much damage as possible before they went down. This strat actually got everyone killed (expect me) – but it worked! We coined the term "zerg" for the strat, and it eventually became part of our guild's name: "Zergadins."
-What aspects of The Adventures of Panzer 3 are you most proud of?
When I started with NESmaker, Panzer 1 had just six levels and fitting my ideas was a challenge. With Panzer 3, I doubled the content and added exciting features like a full "shop," eight playable characters, a water level, and a special motorbike level. What I’m most proud of is that this game is the realization of a vision I had four years ago but didn’t have the know-how to achieve at the time.
-What new challenges or surprises surfaced in developing The Adventures of Panzer 3? What lessons did you learn that you would like to share with the people who aspire to follow in your footsteps?
There were several moments when I practically demolished my game—so much so that I had to revert to a backup from months earlier due to an irremediable bug I introduced. Working with the NESmaker program comes with its own set of uncontrollable challenges, and mastering these hurdles is an integral part of the journey. If I could offer one piece of advice to anyone diving into this, it would be this: Don’t sweat the small stuff, don’t let setbacks discourage you, and don’t shy away from making compromises. Embrace the process, and remember that every obstacle is a steppingstone toward your ultimate goal.
-Pulling off sequels in any medium is incredibly difficult, you’re thriving at it in the homebrew scene with 3 mainline games and a concept demo (The Adventures of Panzer: Frontiers) that won Best Pixel Art and Best Character in this year’s Byte-Off. How does it feel to have not just an enduring series, but one that can playfully move into other genres and themes and continue to excite fans?
Haha! I’m pretty sure Panzer rigged the voting on Frontier to ensure his victory! I’m still in disbelief that people are actually playing my buggy games and enjoying them. Hearing that is almost surreal. When I posted the Kickstarter ad for Panzer 3 a month ago, someone actually responded with, “Ya! Can never have enough Panzer!” What’s wild is that I used the exact same phrase when I was promoting Panzer 2, claiming it was Panzer himself saying it. I never imagined people would be putting my game on the same shelf as homebrew legends like Dungeons and DoomKnight, Witch n' Wiz, and Doodle World!
A sequel AND a genre hard pivot…poor Blarghe
-Are there any other projects you have lined up on the horizon, NES or otherwise? Any dream projects?
With the triumphant success of Frontiers, I’m eager to dive back into the creative saddle and transform that demo into a full-fledged game. While I’m ready to put platformers on the back burner for now, I’m thrilled to have a rich and diverse cast of characters at my disposal. I’m confident that I can continue crafting exciting new adventures featuring these beloved characters, ensuring that the fun and innovation never fade!
-Are there any homebrew games in development that you are excited to play?
To be honest, I don't play a lot of homebrew games myself. I find far more joy in creating them than in playing. However, I make it a point to collect as many as I can to support my fellow homebrew game developers. That said, I'm really excited to see what Nate is up to with Doodle World 2!
-I really appreciate you taking the time to talk with me and share your experiences. Is there anything else you would like to tell readers and fans?
Thank you so much for the opportunity to share my experiences. To all the readers and fans, your support means the world to me. I always strive to pour my passion and creativity into my work, and knowing that it resonates with you is incredibly fulfilling. Keep exploring, stay curious, and never hesitate to pursue what excites you. Your enthusiasm and feedback drive me to keep pushing boundaries and creating something extraordinary. And remember, if you ever find yourself doubting your greatness, just remember: Panzer never has that problem! Thanks again for your incredible support!
Conclusion:
Thanks for tuning in to this latest episode of the series that takes you on homebrew’s greatest adventures. Are you excited for The Adventures of Panzer 3? What other homebrews deserve sequels? Perhaps you’ll see it here soon when…A Homebrew Draws Near! Command?
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