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> Waluigi Land (Demo release)
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Ultramario
Posted: Sep 26 2009, 04:09 PM
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Download

Submitted this to MFGG recently, but I don't feel like waiting it to get accepted.

Press F1 for more information.

EDIT:Gameplay video

P.S. Is it just me or has Youtube been ****ing slow recently?

This post has been edited by Ultramario on Sep 26 2009, 04:41 PM


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Gameboy
Posted: Sep 26 2009, 04:39 PM
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Forgive me, for I only saw the video, but I would like to say a few things.
The whole thing you have here isn't bad. The music is nice, and the graphics are too. The thing I have a problem with is that it is too much like a simple Mario game. You're main premise is having Waluigi in the game. When I think Waluigi, I think of things vastly different from Mario. Now I like how you added a hammer as a powerup, and have a pirahna plant "collectable" or whatever, but I'm not convinced that that's enough. Think Super Princess Peach. The game itself was a Mario-like platformer, but it had allot of gameplay differences that reflected Peach's feminine attitude.


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Posted: Sep 26 2009, 07:18 PM
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QUOTE (Gameboy @ Sep 26 2009, 04:39 PM)
Forgive me, for I only saw the video, but I would like to say a few things.
The whole thing you have here isn't bad. The music is nice, and the graphics are too. The thing I have a problem with is that it is too much like a simple Mario game. You're main premise is having Waluigi in the game. When I think Waluigi, I think of things vastly different from Mario. Now I like how you added a hammer as a powerup, and have a pirahna plant "collectable" or whatever, but I'm not convinced that that's enough. Think Super Princess Peach. The game itself was a Mario-like platformer, but it had allot of gameplay differences that reflected Peach's feminine attitude.

this and to me I think that waluigi should be a little bit taller. he just seems so small to me
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DR. Demon Lizardman
Posted: Sep 26 2009, 07:59 PM
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Waluigi's movement is way to slippery, I couldn't even beat level 1.


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Posted: Sep 26 2009, 11:43 PM
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The first level should be easier and Waluigi is unbelievably slippery.


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maxfreak
Posted: Sep 27 2009, 01:24 AM
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I agree with the slippery comments. Another thing is...the level design is rather boring. I stopped watching the video about 1 minute into it because the level was flat, repetitive enemies, and just humdrum gameplay. But its just a demo and early into development so I am pretty sure you have noticed/looked into these things allready. Just felt like throwing my 2 cents.
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Kritter
Posted: Sep 27 2009, 02:45 AM
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QUOTE (Gameboy @ Sep 27 2009, 07:09 AM)
Forgive me, for I only saw the video, but I would like to say a few things.
The whole thing you have here isn't bad. The music is nice, and the graphics are too. The thing I have a problem with is that it is too much like a simple Mario game. You're main premise is having Waluigi in the game. When I think Waluigi, I think of things vastly different from Mario. Now I like how you added a hammer as a powerup, and have a pirahna plant "collectable" or whatever, but I'm not convinced that that's enough. Think Super Princess Peach. The game itself was a Mario-like platformer, but it had allot of gameplay differences that reflected Peach's feminine attitude.

Yeah I agree. When I think Waluigi I think cunning and such, he should have similar Marioesque gameplay but with his own twist. I mean Wario games are still platformers with a Mario feel but he uses his brawn to get around, not to mention his transformations. Waluigi needs his own original gameplay devices more than just a Mario clone with a hammer attack and such. He needs bombs or something, and other devices, he seems like the brainy type.


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Prince Luigi
Posted: Sep 27 2009, 11:06 AM
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Pretty much what's already been stated above. Make the gameplay a little bit more unique. Like, from what Nintendo has told us about Waluigi, he's very cunning, underhanded, and intelligent with an affiliation to Bob-Ombs and Piranha Plants. Maybe, instead of a hammer power-up, give him a Bob-Omb power-up with the same basic ability. Also, you could give him a power-up to conjure a wall of vines (ala Strikers) as a protective ability, or as a temporary platform which disappears after a few seconds. Maybe make his main focus in some levels to collect a certain number of coins or steal a priceless artifact. Perhaps implement his love for Daisy and maybe include Luigi as a sort of rival boss battle?
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Alex
Posted: Sep 27 2009, 01:23 PM
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Funny, I'm working on a Waluigi Land game too smile.gif


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Mario_6464SMR
Posted: Sep 27 2009, 06:01 PM
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whats wrong with the controls it the game.


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VinnyVideo
Posted: Oct 1 2009, 09:33 AM
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I played all four levels yesterday, and while it's a nice concept, the game is unremarkable. Worse, the physics are some of the worst I've ever seen - I tried to complete each of the four levels but never got far in any of them. Level design is also bad, with frustrating jumps and irritating, gimmicky traps. Sorry to be so negative, but this is a seriously bad game.


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Guinea
Posted: Oct 1 2009, 10:31 AM
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Hmmm, it has potential, in general, because the collision engine is really smooth and the hammer and groundpound are a nice addition.
But what you have so far is very very repetative, unnecessarily hard due to the slipperyness.

Also: On Game Over, you can not choose "no", only "Yes", and if you accidently press the space key, you destroy (or deactivate?) the game over menu and it doesn't come back.

In general, it just doesn't feel "Walugi" enough, for that the game is completely centered on him and is way too hard and repetative at the same time.
Don't throw it away though, as said you could do something great out of this.
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Ultramario
Posted: Oct 1 2009, 11:30 AM
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You might want to be more specific with the "slipperiness". Is there not enough ground friction? Is the acceleration/deacceleration too fast/slow?


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Posted: Oct 2 2009, 02:46 AM
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He should stop on the ground much faster.


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Thingy
Posted: Oct 2 2009, 10:56 AM
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Waluigi strikes me as a Dick Dastardly type character (Probably the moustache), so his different gameplay mechanic could be puzzles.

It would make the gameplay a lot more interesting actually.


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Thunder Dragon
Posted: Oct 2 2009, 02:01 PM
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QUOTE (Kritter @ Sep 27 2009, 02:45 AM)
Yeah I agree. When I think Waluigi I think cunning and such, he should have similar Marioesque gameplay but with his own twist.

You mean... like this? ;D
Heck, the only Mario characters you will ever see in this game are: Waluigi, and Bob'omb. That's all. Maybe Piranha Plant later on. Buuuuuuut, I digress. This is Ultramario's thread, not mine.

While I have been taking a more innovative approach for my Waluigi game, there's no shame in keeping the old Mario elements! In fact, this game has just enough to keep it from being a SMB1 clone. I particularly enjoyed the hammer power up, what with the POW block effect if you keep the button held - why didn't I think of that for TSB? ^_^;

So... yeah. These are fangames. Meaning, you can make them however the heck you want to make them. =D Ultramario wants to make his game like an enhanced SMB1 clone, while I want to make something a bit... far out, to say the least (I can only imagine the reactions when I finally release a demo...).

In regards to Waluigi Land... for what it's worth, I enjoyed it. It sticks to the ol' Mario formula, but it's just a teensy bit unique enough to work. It is FAR from being the soulless SMA4 wannabes that give fangaming a bad name...

My one complaint is the difficulty. For a first world, it's pretty tough - you'll want to reduce the enemy count, and not make the gaps so wide (or remove them altogether... I hate gaps, haha). Also, shorten the levels, add more checkpoints... something! I... couldn't beat any of the levels, honestly. Heh.

Other than that, you've got a good thing going. Fix the difficulty woes, and this could be pretty good.


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Ultramario
Posted: Oct 2 2009, 03:11 PM
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Yeah, I'm planning to add more to this. I'll probably ditch the idea of having to collect 1000 coins for a continue, but rather have coins as currency, which you can use to buy gadgets (they do fit to Waluigi's "intelligent and cunning" character, right?). So far I've added the grabbing gun (sorta like the gravity gun in Half Life 2), which can grab enemies and even blocks and throw them. However, gadgets can't be used to infinity and run out of juice after certain amount of use (like grabbing gun can only be used for 20 seconds). Also you can only use one of them at a time. Good thing is that you don't lose a gadget after taking a hit.


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DR. Demon Lizardman
Posted: Oct 2 2009, 08:10 PM
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Holy crap TD, that game looks awesome.


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Kritter
Posted: Oct 2 2009, 09:08 PM
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QUOTE (Ultramario @ Oct 3 2009, 05:41 AM)
Yeah, I'm planning to add more to this. I'll probably ditch the idea of having to collect 1000 coins for a continue, but rather have coins as currency, which you can use to buy gadgets (they do fit to Waluigi's "intelligent and cunning" character, right?). So far I've added the grabbing gun (sorta like the gravity gun in Half Life 2), which can grab enemies and even blocks and throw them. However, gadgets can't be used to infinity and run out of juice after certain amount of use (like grabbing gun can only be used for 20 seconds). Also you can only use one of them at a time. Good thing is that you don't lose a gadget after taking a hit.

That'd be cool but don't overcomplicate it. Being able to buy gadgets would be cool... but at the same time, as TD said there's nothing wrong with sticking closely to the Mario formula. I'd not say no to getting some cool powerups from a block. I mean that's how Wario did it in the first Wario Land and it served him well enough to have his game feel original.


Overcomplication can lead to a fangame being scrapped, it happened with my old platformer Luigi Quest. You start adding features and features and soon enough you've added so much and spent so much time on it, you've lost interest in the game itself.

So keep it simple, add a few things but don't try make it too complicated.


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