Tip: Bad things to do in the title demo: Enter a door or a pipe, activate a P-switch or a star, complete the level, hit a message block, or die. These will either glitch the music, or force the player into an endlessly looping title level until they reset the game.
Let me introduce my first project: BoogieWonderLand!
I was trying to aim a beginner friendly kaizo:light hack but it became a bit harder. So I decide to create a challenging game which is also enjoyable and fun.
21 exits done (not finalized) out of 22 with secret exits.
Our Lead Test Engineer: ThirdWall, he started couple of days ago.
What we still need?! Tons of testing...
What's missing?! ...Final Boss...
HUGE shoutouts to KevinM who did 25+ custom ports and lots of ASM related solutions to help me to create this beast.
For the last words I want to provide a DEMO for you guys with 6 exits included.
Hope you will enjoy it, feel free to DM me at discord for further notes to improve and learn.
Wanted to share my upcoming project: Waterworld!
Firstly it may sounds like a nightmare but with this project I wanted to make water element a fun, enjoyable part of a kaizo environment.
Since no one started to create a hack based on water then I took the challenge!
My goal is to show off that water is not bad, janky etc...
I'm trying to be close to vanilla side but you'll notice some choco sprinkles as well.
I hope you will enjoy this small video.
And no... I'm not a madman, just wanted to create something special.
Some details:
With all the levels I'm trying to be short, sweet and somehow challenging. Maybe trying to design it for speedrun purpose.
Every level has its own water mechanic (layer2, layer3 tide, underwater, etc..)
Levels:
~50-70 mario seconds to clear a level if you can one shot them.
Palaces:
Each palace is even shorter but trollish or even tighter.
~30-40 mario seconds
What's missing still:
- OW
- 1-2 more levels
- Testing phase already started but still need a lot
- Release
EDIT:
I stream the creation on my twitch channel if anyone was curious.
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