i actually played though several waves without realizing how to pick up crabs or items. i learned about it after a gameover and reading the controls in the menu i probably pressed up multiple times next to enemies but it seems to be very finnicky. like you have to be in the exact spot, and you don't pick them up while falling/jumping/punching , i would probably make it a bit more lenient so that people don't miss the entire mechanic aside from this tiny nitpick, it's kino and funand lovely
Great fun, super tight and polished. I was not expecting it to be so nice and flowy, I guess the graphics gave me the wrong impression. Super charming art, I love the variety of crabs. I have no complaints, it's ready to go up on Steam. And of course, thank you for including my little fella!
Fun little game and a nice thing to make for the community. Got it on the 3rd try. Boss was legitimately stressful since I wasn't sure how long I can spend cleaning the mobs while she's running around.
Feels pretty complete for what it is so not much to say. If you want to scope creep. Make a Donkey Kong clone you have to beat before getting to the Mario Arcade clone.
Really fun game, the original mario arcade game is best mario.
I got to the boss on my second attempt but died there. I'm not sure how close I was to beating her, would be nice if there was some kind of indicator. It's pretty straightforward to learn but also a decent challenge. The only enemy that really annoyed me was the bat - it's really hard to hit and it's not even a crab!
This game is so good, I liked it a lot. I got until the last wave, I was so close to finishing it. I might try again soon. It's a very nice classic arcade design, very well made. It would be nice if the game could have gamepad support.
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.
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.
Made it till wave 10, but lost to the flying bombers towards the end. It's really grown a lot over the past DDs, and the new enemy variety works out quite well. I think the only thing I'd like to see added is some kind of extra bonus rule to spawn additional power-ups, like having the guy floating down drop one when hit?
I get frustrated super easily at platformers in general. I’m too used to just using WASD for everything that I need to adjust for any game that doesn’t use it. So instead I just restarted the game over and over to see all the cameos, lol. Assuming the variants for Bonka and AGDG-tan count as separate characters I think I saw them all.
💖💖💖💖💖💖
On account of me now being super-biased, I had to draw Yesdev-tan
Yeah, control remapping just missed the cut for the final release. I got really lazy at the end. I think in my next project I’ll make sure that’s one of the first things I implement.
Glad you enjoyed the cameo. Ethelyn’s design is one of my favorites to come out of AGDG, so this game was a nice excuse to draw her. Love the fanart!
punched crabs. a lot of gameplay packed into a simple concept. Kind of love it. I feel like co-op mode would make it from casual fun to someone's favorite game.
- Reduced Arcade Mode's 15 waves to 10 waves and finetuned wave progression once more. It's not perfect but should feel a lot less tedious than last time.
- Added a new "How To Play" section so players can quickly read up on the mechanics of the game.
- Familiar agdg characters might show up in the game's intro cutscene. I was able to include 20 cameo characters.
- Fixed the bug where arcade mode and endless mode's high scores were shared, so now they should be tracked separately.
Known Bugs:
- Sprites will still sometimes have a weird graphical flicker. This bug is pretty rare and rather benign so I never bothered to fix it. - Not sure how to describe it but sometimes when you throw a crab while a new one spawns the spawning crab will instantly die. This happens very rarily and not game-breaking so I never bothered to fix this either lol.
The "How To Play" section uses generic terms to refer to inputs like "Punch" and "Jump". This is because I originally planned on implementing control remapping. I got lazy though near the end and didn't bother with it. So you'll still need to read the controls to figure out which exact key "Punch" is map to. They're listed on the game page but I'll post them below:
Menu Controls:
Z - Select
X - Back
Arrow keys - Move up, down, left, right
In-game Controls:
Z - Jump
X - Punch. Can be chained into 2 punches by tapping the button. Hold the X button for a bit to charge an even stronger punch.
X + Up arrow key - Punch upwards. If executed beneath a platform while an enemy is on it, you can temporarily stun them. If executed beneath the "PYW" block you can kill any enemies currently on screen. You can only use the PYW block up to 3 times.
Up arrow key - Pick enemy / item up. Enemies can then be thrown with the X button.
Comments
i actually played though several waves without realizing how to pick up crabs or items. i learned about it after a gameover and reading the controls in the menu
i probably pressed up multiple times next to enemies but it seems to be very finnicky. like you have to be in the exact spot, and you don't pick them up while falling/jumping/punching , i would probably make it a bit more lenient so that people don't miss the entire mechanic
aside from this tiny nitpick, it's kino and funand lovely
Great fun, super tight and polished. I was not expecting it to be so nice and flowy, I guess the graphics gave me the wrong impression. Super charming art, I love the variety of crabs. I have no complaints, it's ready to go up on Steam. And of course, thank you for including my little fella!
Feels pretty complete for what it is so not much to say. If you want to scope creep. Make a Donkey Kong clone you have to beat before getting to the Mario Arcade clone.
Thanks for playing!
Glad to hear you managed to beat the boss. I was starting to worry that I had made the later waves too difficult.
I appreciate the fanart! I love the design of your game’s MC and had to include it as a cameo. Hopefully I captured her design well enough.
That sprite looks great!
I think the difficulty was just right. At least after I realized I could punch up as well.
Really fun game, the original mario arcade game is best mario.
I got to the boss on my second attempt but died there. I'm not sure how close I was to beating her, would be nice if there was some kind of indicator. It's pretty straightforward to learn but also a decent challenge. The only enemy that really annoyed me was the bat - it's really hard to hit and it's not even a crab!
This game is so good, I liked it a lot. I got until the last wave, I was so close to finishing it. I might try again soon.
It's a very nice classic arcade design, very well made.
It would be nice if the game could have gamepad support.
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).
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...
Made it till wave 10, but lost to the flying bombers towards the end. It's really grown a lot over the past DDs, and the new enemy variety works out quite well. I think the only thing I'd like to see added is some kind of extra bonus rule to spawn additional power-ups, like having the guy floating down drop one when hit?
I get frustrated super easily at platformers in general. I’m too used to just using WASD for everything that I need to adjust for any game that doesn’t use it. So instead I just restarted the game over and over to see all the cameos, lol. Assuming the variants for Bonka and AGDG-tan count as separate characters I think I saw them all.
💖💖💖💖💖💖
On account of me now being super-biased, I had to draw Yesdev-tan
Thanks for playing!
Yeah, control remapping just missed the cut for the final release. I got really lazy at the end. I think in my next project I’ll make sure that’s one of the first things I implement.
Glad you enjoyed the cameo. Ethelyn’s design is one of my favorites to come out of AGDG, so this game was a nice excuse to draw her. Love the fanart!
punched crabs. a lot of gameplay packed into a simple concept. Kind of love it. I feel like co-op mode would make it from casual fun to someone's favorite game.
Tried it for the first time and I love it.
Really fun that you can even pick up some of the crabs and throw them at others.
Lasted until wave 6 but saw the green crabs with the bombs.
Major changes since the last update:
- Reduced Arcade Mode's 15 waves to 10 waves and finetuned wave progression once more. It's not perfect but should feel a lot less tedious than last time.
- Added a new "How To Play" section so players can quickly read up on the mechanics of the game.
- Familiar agdg characters might show up in the game's intro cutscene. I was able to include 20 cameo characters.
- Fixed the bug where arcade mode and endless mode's high scores were shared, so now they should be tracked separately.
Known Bugs:
- Sprites will still sometimes have a weird graphical flicker. This bug is pretty rare and rather benign so I never bothered to fix it.
- Not sure how to describe it but sometimes when you throw a crab while a new one spawns the spawning crab will instantly die. This happens very rarily and not game-breaking so I never bothered to fix this either lol.
The "How To Play" section uses generic terms to refer to inputs like "Punch" and "Jump". This is because I originally planned on implementing control remapping. I got lazy though near the end and didn't bother with it. So you'll still need to read the controls to figure out which exact key "Punch" is map to. They're listed on the game page but I'll post them below:
Menu Controls:
In-game Controls:
Misc Controls: