Windows Download (12.2MB)


Release Date: December 17th, 2020

It's not a statement that's in the past tense indicating something you've already done. It's something that you are going to do because I believe in you!

Now go! Claim your destiny! Do the impossible!



Created by: Polly
Uses Assets From: Battletoads on NES
Tested by: Lieronet


This one's the first "toy" I made, I guess I'd call it. Something that I'd like to dabble in a little more, because I think making little shitposty things like this caters to my sensibilities to aim for the silly.

The story behind this one is fun, firstly because I made the whole thing start to finish in about an hour at work! Can YOU say you ever made a whole-ass game while YOU were at work?

Well...I guess if you're in professional games development, you probably got me there...

Anyway...

This one was literally created in about an hour while watching a Twitch stream of a speedrunner running Battletoads and, as tends to happen in spaces like that (especially when Battletoads is being played), the conversation turned to the infamous Turbo Tunnel being impossible (It really isn't, you babies!). So, I just grabbed onto that energy and made a cute little game about a "Baby Mode" version where the walls jump out of your way with springs and other hazards are harmless or even friendly.


It was hard communicating the wall springs up with a literal spring!

Since I was rushing this one out, it doesn't include jumping or jumping sections at all, but I still think the snake segment is very cute. I forget how many, but he has a little pool of random things he can say before leaving. This kind of fun randomness finds its way into my games in a lot of weird ways sometimes.

I also like the little bit where you can collect points. It's the only part of the game that's really game'ey since you have to collect all the points to complete the game with a max score.

Even though this ended up being a silly little toy, it would actually prove to be very beneficial to my next game, which would heavily borrow and modify the way I spawned in objects on static timelines rather than placing objects in a room or level. Every project helps build the next! You get better at things as you go and continue adding new tricks to your toolbox.

I had another idea for a Battletoads game that involved throwing snowballs that I may actually riff on someday, but it'll probably be more game than toy.



You grab a snowball from the blue box and throw it at the red one which moves around. Not really entirely sure where I was going with it, but I'm sure there's something there. Probably an idea that'll resurface somewhere else in another form that's not Battletoads.


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