#platforming
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which sprites were ur favorite in the atomic series? Ngl, i'm more partial to Atomic 2: it's a classic look for the radon rat and i've grown accustomed to it for a while :] I hope more people see the good in the older sprites, for me, it's truly what made this series great! :D
((Bit aside: Atomic: REINTOXICATED sprite design by a friend of mine known as Cris))
#my art#my oc#unreality#oc art#lab rat#(the bit is im yapping about this game like its real. it isnt for now but play along pls- /lh /nf)#text doctor#lab rats#text doctor community#text doctors#oc rp blog#oc artwork#oc stuff#rats#rat#platformer#platforming#platformer games#retro#retro gaming#old games#classic video games
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This is why nintendo platformers are the best
#nintendo#platformer#platforming#platform games#wario land#donkey kong#Donkey Kong Country#Wario#yoshi's island#Yoshi#Mario#mario bros#super mario bros#super mario#mario series#mario franchise#smb#dkc
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hyperfixation postfuuuck



oc x canon soon boys
#plok the exploding man#plok#snes#classic games#videogames#fanart#transgender#platforming#gay#lgbtq#digital art#drawing#shitpost#my artwork#hyperfixating
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Hey it's #ScreenshotSaturday and I've got two lowpoly platformer games about a little explorer girl saving the world with her grappling gun that is also a frog! 🐸💙
(The games are called Frogun and Frogun Encore just saying)
#lowpoly#gamedev#low poly#indiedev#frogun#game development#indie game#3d#indiegamedev#platformer#frogun encore#renata#frog#ps1#ps1 graphics#platforming#retro#indie dev#indie games#indie#indiegames
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No time to lose Lady, Release is only in 9 days!
#game development#irredeamable#speedrunning#solodev#indiegamedev#indie games#fantasy#fantasy world#indiedev#pixel art#pixelart#pixel game#speedrun#platforming#indie game#gotta go fast#video games
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Platforming (especially at speed) is is not my thing, so I am exceedingly proud of this.
How long did this take me? Too long.
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Master Recs: The "N64" Trilogy (2023)

Pseudoregalia
Let us muse over a very small, three-dimensional Metroidvania game stylistically fashioned after the Nintendo 64 era of graphical fidelity. It stars a deliciously polygonal rabbit-y, goat-y, cat-like girl.
Now, I am playing this on the fabled Steam Deck. It runs and controls smoothly on the platform but you might require to fiddle with the video settings as the default configuration is slightly blurry due to a very specific and fascinating reason. It turns out Pseudoregalia vaunts a certain level of depth in its technical customization, one that's surprisingly fun to manipulate. There's an option to toggle on or off a retro graphical scale and character movement rate, which graciously emulate the old school console experience. You can also manually reduce or augment the maximum framerate for the whole game. You could theoretically play something that looks like a 30 fps 3D Platformer from 1997 or the most HD upscaled version thereof at 144 fps, or everything in between! The default, blurry configuration comes as a result of the aforementioned retro scaling clashing with the 4K resolution in full screen mode. This is the first and last time in recorded human history that I will ever be this enamoured with "specs talk."
The point is, we have a darling gem with a cultivated aesthetic, a good level of polish: it will look "right" regardless of your favoured settings. I'm impressed by the extra layer of work placed in the subtle use of limited framerates for the character's movement.
Pseudoregalia captures the idea, the abstract concept and low-poly charm of a N64 title with a gameplay that recalls your memory of it, rather than the unwieldy reality. I say this as someone who doesn't have nostalgia for early 3D graphics: the game makes them look spiffy.
I shall be honest, this is normally not the sort of title I would enjoy playing, as precise platforming and traversal puzzles are my nemesis. I mentioned afore the level of polish, which is generally consistent, but some of the movement upgrades you get (such as the jump/wall kick) can be rather finicky to master. In that sense, be wary that the game does not openly provide you with tutorials for the moves that require more finesse, choosing instead to hide an additional set of instructions in the inventory descriptions. It's "old school", you see. Older versions were bereft of maps thus making exploration a burden for those like me who are directionally challenged - both in games and in real life. Regardless, I kept getting drawn by its world, its somber atmosphere, its tight gameplay and especially its protagonist, Sybil.
An appealing design for your avatars goes a long way in ensuring an emotional connection to them and Sybil just so happens to have one of the most striking and instantly recognizable appearances I can fathom. It's a pleasure to look at her go! Furthermore, I would posit that she has a lot in common with my precious videogame fluffy boy, Klonoa - and I do I mean, a lot. I will not elaborate. If you get it, you get it. In conclusion, Pseudoregalia is an impressively put together jam. It's easy to pick up yet punishing to handle, it's fun and fascinating in spite of its more irritating aspects. The best overall critique I can give it is that it made me want to keep trying, and trying, and trying, until I eventually became good enough to complete it several times and even beat the insanely hard Time Attacks. In short: game is good. Play it.
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Corn Kidz 64
If I had a nickel for every time a throwback 3D Platform game starring a cute goat-like creature managed to grab my attention, I would have a whopping three nickels! Anyway, here is Corn Kidz 64, an artistically verosimile homage to the Rareware games you probably remember.
Deliciously stylized polygons welcome both you and I into a quirky mindscape. You play as a rude little prick named Seve who's having a vivid nachos related dream but has to contend with various bollocks - as it's often the case.
If you are even marginally familiar with all the Kanjo-Bazooies and Konkey Dongs out there then you will recognize its sphere of influences right away. It's a proper tribute to that era of gaming up to the inclusion of the "correct" low video resolution settings and insane completion requirements. There is much puzzling and platforming to be had, tactical traversal and secrets-within-secrets to bamboozle and titillate your gamer's lizard brain. Genre freaks will feel very welcome here.
I will say that I find the character design especially pleasing. Aesthetically, I would place it somewhere in between Rayman. Belgian comic book artist André Franquin and web strips from twenty years ago or more. It's expressive, to say the least.
As a sign of good will from the game's part, this is the track that greets you as you plunge into the realm of your dreams of childhood:
Corn Kidz 64 is a short, fun experience, bedazzled by tight controls, surreal atmosphere and "Early Internet" humour. It does not overstate its welcome and only occasionally gets immensely frustrating. Its dedication to the N64 ethos is both a boon and a detriment, in that sense. Let me put it this way: I shall not be doing a 110% completion run any time soon.
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Cavern of Dreams
As a direct result of me wanting more, here is Cavern of Dreams. Yet another N64 aesthetically driven title that came out last year but was promptly overshadowed by Funny Goat Game and Sexy Goat Game - as far as my own pop cultural myopia is concerned, that is.
It is a small yet multilayered Collect-A-Thon with an emphasis on exploration rather than combat or complex platforming. There is no health bar and there are no traditional enemies. There is a handful of puzzles here and there, some of which might be legitimate head scratchers. The dragon baby is cute. I do have a couple of gripes with this one.
Playing this game is, in a word, annoying. It is bothersome how weighted and limited the movement is, it is fastidious how the character collision is in relation to the environment, it is aggravating how it all affects the gameplay in small yet noticeable ways. Here's an example: you can use the traditional ground pound to gain extra height. However, in order to do so, you have to keep pressing the attack button while in midair. The problem with that is the game still registers it as an attack when you do so. As such, if you happen to be hugging a wall, atop a small ledge, this action will inevitably cause your character to hit said wall and propel you backwards, resulting in you falling to your doom. This happened constantly. Generally speaking, the control scheme doesn't feel ideally tailored to an experience that requires precise platforming. A repeated offender would be grabbing onto climbable ropes. Which is to say, sometimes it just doesn't happen. You'll float towards a rope and, if the collision isn't pixel-perfect, you will miss it entirely. Also, Baby is unable to jump above once he climbs all the way to the top, half the time. The later levels are worse in that regard as they need some amount of skill.
Speaking of which, something that will always make me consider quitting a game in a fit of rage is being sucked down a drain that expels me into a different area, forcing me to walk all the way back to where I was before. Once again, annoying is the word.
All that said, the saving grace of Cavern of Dreams lies in the exquisitely crafted, imaginative stages that compose the dreamlike tapestry of the game's aesthetics: living airborne vessels, desolate ice kingdoms, nightmarish art galleries that twist and distort your senses.
The use of colour hues, sounds and deliberately non-contiguous spaces create this palpable atmosphere of both wonder and anxiety. A welcoming world may turn weird and alienating. A dream may turn into a nightmare. There is a depth beneath the surface presentation that is absolutely worth experiencing. I really wanted to like this game but, alas, I'm left with mostly mixed feelings. Regardless, it's an adorable title with some tinges of darkness and it might just be for you!
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As a conclusive note, I find myself enthralled by the subtle similarities these games share as well as their abundant differences. All of them are stylistically reminiscent of a specific bygone era whilst being perfectly distinct in presentation, and they all are about Dreams...
They are about exploring dreamscapes, lands where subconscious thoughts and memories materialize in daunting vistas of a forlorn past, comically bizarre hyper-realities from an active imagination or an infant's idea of the world around itself. Pondering about the familiarity of it all fills me both with comfort and melancholy: the parallelism of Dream, Childhood and Gaming. The distant memories of youth in correlation to the experience of videogame escapism are akin to a dream from which we are expected to wake... Well, now I just want to gush about Klonoa again!
In fact, I would go as far as to say that Corn Kidz 64's "plot resolution" feels like a direct parody of Door to Phantomile's ending, and it gets funnier the more I think about it.
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A/N:
Thank you for reading.
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#twitter#corn kidz 64#pseudoregalia#cavern of dreams#dreasm#klonoa#platforming#3d#n64#steam#review#master recs
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I finally did it! It only took me 15 years but it's finally finally done!
REVERSE TURNPIKIO: TO GET TO THE RAVE CLUB
https://g0atfac3.itch.io/rttgttrc
Experience fast-paced, tough as nails, retro platforming action in this 8-bit styled collectathon platformer 15 years in the making!
After a long day at business class, famed hero Reverse Turnpikio (RT for short) just wants to max and relax. Fortunately, the local night club is the perfect place. Unfortunately, the local night club isn't so local! Pilot RT across six lavish worlds, and transmutate into almost 15 different wacky forms, each with their own unique abilities in this blend of Mario, Wario, and a pinch of Crash Bandicoot! Available right-the-dang now!
#gamedev#rttgttrc#Reverse Turnpikio#To Get to The Rave Club#indie game#indiedev#game development#game#platformer#platforming#mario#wario#wario land#crash bandicoot#Youtube
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Played the Billie Bust Up demo, and honestly, some of the most fun I’ve had in a while. Frustrating at times, but my hands were trembling from the tension and adrenaline of it all.
Really looking forward to the full release
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Wrath of Kong for the ZX81
#youtube#Wrath of Kong#ZX81#Platform#Platformer#Platforming#Donkey Kong Clone#Donkey Kong Rip-off#Donkey Kong Variant#Greg Brooks Software Incorporated#Greg Brooks Software
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#shitposting#shitpost#pseudoregalia#cymbal#that's her name#cymbalposting#goat#platformer#platforming#platform
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youtube
#gt#size tumblr#g/t#sizetumblr#size difference#maid cafe#its on the mouse#platforming#inde games#Youtube
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Do you remember this game?
#screenshotsaturday#lowpoly#gamedev#low poly#indiedev#frogun#game development#indie game#3d#indiegamedev#videogame#indie games#platformer#frog#renata#platforming#ps1 aesthetic#ps1 graphics#ps1
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There are few worse way to start a day than to be woken up by the smug yapping of a fairy. - Oh look, a free game. It would surely be nice to download and give it a try... https://gamejolt.com/games/irredeamable/879931
#indiegamedev#solodev#game development#indie games#indiedev#fantasy#fantasy world#game design#character design#pixel art#fairy#monster girl#gamedev#indie dev#female protagonist#mistery#adventure#platforming#imprisoned#my name is doof and you' ll do what i say#woop woop
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Even though I’m less than 5 chapters into the script, I wanted to try my hand at drawing a real page of Carkour. This page took me about an hour and a half. I had to erase and redraw the second panel numerous times. I had tried to include a third panel to be able to show the main characters in the car, but after some attempts, I realized that wasn’t the best option. This panels needed all the space they could get, so I’ll save the car interior for the next page. I had hoped to be able to do the comic without inking, since inking is something that weighs me down a lot when it comes to comic creation. I don’t like feeling like I have to draw the entire comic twice, and I’m generally so happy with my pencil drawing that I feel really sad when I ink it and it doesn’t have the same feel. That said, in this case… my pencil lines are a bit sketchy, since I’m not well versed in drawing cars. And what with having an industrial design and being a shonen manga that would look good with more solid visuals… I feel like inked art would suit this story better. So right now I’m on the fence between doing the right aesthetic and making this comic *doable*. Sadly inking is sometimes the final straw that becomes too much for me in the comic making process. So, I’m probably going to do a good chunk of it in pencil, and then go back and ink later *if* I really feel like it needs it for my vision to come to life.
#manga#comic#comics#car#cars#vehicles#automotive#automobiles#racing#racecars#Carkour#platforming#obstacle course#graphic novel
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