It's awesome, it's like Game Boy Mario! It was so fun and nostalgic to be able to get coins with a rubber ball, meow! On the other hand, the gameplay was a bit buggy and it took me quite a while to get to the end of the game. There was a bug in the shooting stage when I got stuck in a wall and died, which gave me an error code, and twice it froze when I found a hidden block that allowed me to go to the top of the stage. Here's the error code for the one where you get stuck in the wall
Hello fruit friend, just played the game and realy enjoy it.
Like Kompaan had saida the coyote time would be nice, or a more slower fall, for me it look to heavy. The power up was a beaty wierd, i was expecting something like the fire flower of the Mario games, but i get it in the end.
Sadly i can´t record it, but realy like it, loke foward to see more of it.
i have increased the coyote time a little bit and am definitely playing around with a slower falling speed as it is strange to go back to from the expectations of modern platformers.
thanks again! will be posting another build as soon as i can :)
I played it and I liked it.
I did use a program to map keyboard to controller to play on that.
I’m quite sure you’re going off super mario land physics here (well, not just the physics, but I’m not complaining :). I would still consider slightly lowering the acceleration while walking off a ledge and maybe having like 1 frame of coyote time, even tho SML doesn’t have that. Even without that, I still enjoyed hopping around!
thank you so much for playing and submitting a recording + feedback - it is incredibly useful! thank you!
yes i very much see your point - i added coyote time despite the original, and i'll definitely test extending it a tiny bit and adjusting the brutal falling acceleration!
amazing gameplay, and thanks again! you're a dream!
← Return to game
Comments
Log in with itch.io to leave a comment.
It's awesome, it's like Game Boy Mario!
It was so fun and nostalgic to be able to get coins with a rubber ball, meow!
On the other hand, the gameplay was a bit buggy and it took me quite a while to get to the end of the game.
There was a bug in the shooting stage when I got stuck in a wall and died, which gave me an error code, and twice it froze when I found a hidden block that allowed me to go to the top of the stage.
Here's the error code for the one where you get stuck in the wall
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object EndLevelControl:
Unable to find any instance for object index '5' name 'Player'
at gml_Object_EndLevelControl_Create_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_EndLevelControl_Create_0 (line -1)
called from - gml_Object_boss_button_Alarm_2 (line -1) - <unknown source line>
hey! think i might have replied to this before, but can't see the reply :p
thank you very much for playing and incredible of you to create the video! thank you!
i've managed to easily replicate the shooter stage error - thanks for posting that (and of course, sorry about the crash!)
meow~!
Made a video
amazing guys! thank you for playing! it's really helpful to see you play through it :)
Happy the video is helpful and really looking forward to playing more.
Hello fruit friend, just played the game and realy enjoy it.
Like Kompaan had saida the coyote time would be nice, or a more slower fall, for me it look to heavy. The power up was a beaty wierd, i was expecting something like the fire flower of the Mario games, but i get it in the end.
Sadly i can´t record it, but realy like it, loke foward to see more of it.
thanks for playing and the feedback MrMagui!
i have increased the coyote time a little bit and am definitely playing around with a slower falling speed as it is strange to go back to from the expectations of modern platformers.
thanks again! will be posting another build as soon as i can :)
hey fruit friend, dutch friend here!
I played it and I liked it. I did use a program to map keyboard to controller to play on that.
I’m quite sure you’re going off super mario land physics here (well, not just the physics, but I’m not complaining :). I would still consider slightly lowering the acceleration while walking off a ledge and maybe having like 1 frame of coyote time, even tho SML doesn’t have that. Even without that, I still enjoyed hopping around!
Recording, no commentary: https://youtu.be/W1QdB8QmX3o
hey Kompaan👋
thank you so much for playing and submitting a recording + feedback - it is incredibly useful! thank you!
yes i very much see your point - i added coyote time despite the original, and i'll definitely test extending it a tiny bit and adjusting the brutal falling acceleration!
amazing gameplay, and thanks again! you're a dream!
- fruit friend