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Waluigi Land (Demo release)
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Derp
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The first level should be easier and Waluigi is unbelievably slippery.
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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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Mario Land: Minigame MayhemNEW: View the trailer HERE!!View the WIKI for more info Taking all minigame suggestions, comments or praise, go NOW!
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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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Derp
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He should stop on the ground much faster.
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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? ;DHeck, 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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| 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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Mario Land: Minigame MayhemNEW: View the trailer HERE!!View the WIKI for more info Taking all minigame suggestions, comments or praise, go NOW!
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