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(1 edit) (+1)

This is what we in the business call a "soul offensive". The levels of soul are reaching a critical mass, I'm afraid. To be frank, the gameplay doesn't interest me at all (I never liked "Mario Bros.", it's nothin' personnel).

  • The opening cutscene is pure soul. Let's put aside the cameos for a second, how did you make this cutscene? Seriously, tell me your secrets, I love the way it's animated.
  • The cameos in the cutscene are such a dirty trick... I love it so much. Seriously, the random nature of it, and the sheer quantity of cameos is awesome (If I was left out I would be coping and seething though--that's the risk with this strategy).
  • If I might quibble about the art (which is great btw and makes me cope): the MC has too little detail and too many "clumps" of identical pixels, when compared to the crabs. The MC still looks super charming, it just feels a bit anachronistic to me.
  • IDK if this is how it works in Mario Bros., but why do you need to press a separate button in order to hit the block above, instead of just jumping into it (and not passing through)?
  • You can't do a charge attack without doing an attack first, as far as I can tell.
  • Punching / walking into items should pick them up 
(+1)

Thanks for playing!

The cutscenes were made entirely with Godot’s animation player. It’s a powerful feature of the engine, albeit somewhat finicky to use as scenes become more complex. The source code is freely available if you’re curious and want to inspect the project.

The MC’s design is much simpler compared to the other characters because it was one of the first assets I made, back when I was stricter about emulating NES color limits. By the time I improved the game’s art style, she already had too many sprites for me to want to bother retouching them all.

Thanks, I'll check that out. Makes a lot more sense than just using AnimatedSprite2Ds to make cutscenes...