Name: | Bunbun 3 |
Author: | sio-kedelic |
Added: | |
Demo: | No |
Hall of Fame: | No |
Length: | 24 exit(s) |
Type: | Kaizo: Intermediate |
Description: | Welcome to Bunbun 3! This 24-exit Kaizo: Intermediate hack is dedicated to my wife, princessbunbun_, and will be the first full hack that I've released since she started playing Kaizo in 2020! To celebrate, this hack allows you to switch between Mario & Bunbun at any time by pressing L or R! The two characters have slightly different physics, but most of the game is designed for both characters to approach obstacles. This ASM was first featured in Mario & Friends in: The Ghost's Gallery from Hackjam 2021, and has been refined since to be the smoothest experience possible! Features of Bunbun 3: - 24 exits + final bosses, including my edited entries to KLDC 2021 and 2022! - free character switching between Mario & Bunbun on the overworld and mid-level! Mario jumps a bit higher and can spin jump, while Bunbun has a midair flutter! - a mostly-vanilla kaizo platforming adventure, with splashes of custom stuff in most levels! - 3 years of love, polish, and playtesting! - a bunch of hand-drawn graphics that fit the vanilla aesthetic - a soundtrack designed to fit the moods of each level and world (see readme.txt for additional information) If you stream this on twitch, put "bunbun" in your title somewhere! I'll be pulling my favorite clips for something later :) Special thanks: - bunbun, for being the inspiration of my design and my #1 supporter - CircleFriendo, for creating the Mario & Friends ASM and tuning it to perfection (shoutouts to Hackjam 2021's Mario & Friends hack! Looking forward to whatever comes next :D) - TheBourgyman, for drawing the bun sprite (and making it cuter than I could've possibly imagined) and helping me learn graphics for the hack - all of the playtesters who each put tons hours into tuning this game, all the way up until writing this submission post lol - everyone who helped me learn ASM and graphic building for this hack - everyone who ported music that was used in this hack - you, for hopefully downloading :) |
Tags: | bunbun bunbun 3 bunbun world bunbun world 2 bunbun world 3 |
Comments: | 9 (jump to comments) |
Rating: |
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1.53 MiB | 957 downloads
Comments (9)
Not sure if you are working on post-release patches, but I found a couple overworld events that were broken and allowed 2am ghost house and fanta factory to be skipped. Thanks again for making a fun hack.
Out of curiosity, were you playing on v1.00 with those overworld quirks? v1.01 was sneaked in right before shovda approved it and should've fixed those wonky overworld events, but if not, I guess I'll add that to the list for 1.1 lol
Very interested to see what the speedrun routing for this ends up being.
Though, I am having problems getting the setups to flow--some is timing (a me thing) but other is de-spawning sprites.
Ex:
Also, I encountered a friendly muncher:
the secret exit was an interesting vanilla design.
the use between Bun and Mario was fun, however sometimes this option allows you to make some cheese in some levels using bun's flutter.
Overall is a fun game. good work 5/5
Overall, the wait was well worth it, thoroughly enjoyed it and look forward to another run through of it evenutually!
Well done Sio!
Has a nice overworld and the switching between both chars is a nice idea.
It's cool, that you can play a level in severals ways.
But:
Sometimes, Bunbun has problems with her second jump, when holding a throwblock.
Biggest Problem until now:
The secret exit to the first switch palace is janky af. The "hit the ? block from the left lower corner" just don't work properly, no chance to do all rows in one shot without savestates, since, even if you hit it right, the blocks turn brown.
Also, some points are blind and a little bit janky (chucks in the 2nd or 3rd level do whatever they want).
I don't who playtested that, but it's unbelievable for me, that no one had the same problems (and i'm not the only one with these problems).
Edit to your reply:
I have fun, most of the times
And i'll continue and finish it ^^
The issues with bun's flutter while holding an item is something that we tried to work through, but is the only glitch of the flutter that we couldn't address. This is minimized by never needing to actually hold an item and flutter, unless I'm forgetting a setup, but it is present in some setups.
The secret exit is precise and can be frustrating, but I can confirm it was definitely playtested...Some spinjumps are definitely more awkward than others, but they're all consistent. The main issue with the spins is that the cape can sometimes extend into the bottom-right tile and trigger the incorrect tile, even when you're going left to right.