SUPER METROARIO by puppetmaster
Story
You play inside the pixel head off the NES sprite mario.
But unfortunately there are no colors.
Find the 4 color-pixel and collorize each part to win the game.

Gameplay
Mashup between Metroid and Mario
Controls
gamepad
- jump with [A]
- shoot with [B]
- crouch[down]
keybord
- jump [space / right mouse]
- shoot [shift / left mouse]
- left [left arrow / A]
- right [right arrow / D]
- crouch [down arrow / S / ctrl]
Assets
We have created all the game content during the game jam. For the game sprites we used only the NES colorPalette.
Tools
- godot engine
- pyxel edit
- Affinity Designer
Team
- puppetmaster (graphics, gameplay and gamedesign)
- sammakko (programming)
- dark3zz (music)
Links
- DOWNLOAD: puppetmaster.itch.io/super-metroario
- TWITTER: twitter.com/fischspiele
Ratings
| Overall | 412th | 3.326⭐ | 45🧑⚖️ |
| Fun | 293th | 3.326⭐ | 45🧑⚖️ |
| Innovation | 510th | 2.881⭐ | 44🧑⚖️ |
| Theme | 434th | 3.333⭐ | 44🧑⚖️ |
| Graphics | 517th | 3.122⭐ | 43🧑⚖️ |
| Audio | 181th | 3.512⭐ | 43🧑⚖️ |
| Humor | 387th | 2.581⭐ | 33🧑⚖️ |
| Mood | 478th | 3.053⭐ | 40🧑⚖️ |
| Given | 52🗳️ | 54🗨️ |
Would love for you to check out our entry in the Jam:
https://ldjam.com/events/ludum-dare/38/super-natural-defense
If you're interested in checking out our entry: https://ldjam.com/events/ludum-dare/38/rovr
My only complaint is to do with the controls/physics. Even switching back and forth between wasd and arrow keys (and eventually settling on both at once, wa_d for move and down arrow for duck), my hands hurt after playing this. Probably would have been a lot easier with a controller, but the weird jump physics didn't really help - none of the jumps were impossible (obviously), but some of them were more difficult than I would have liked.
That may sound like a lot of complaining, but I definitely still really like the game - almost certainly the LD38 entry I've stuck with for the longest amount of time.
OH, and before I forget: The music was really good, and the premise was really amusing. I love me some Metroidvania, so even with slightly weird controls, I definitely am a fan of this game.
The music is good, but doesn't really fit the game IMHO ; the character is a little clunky to control, especially the constant velocity jump, which takes some time getting used to.
I also got stuck in the floor, after releasing the "down" key while I was crouch-jumping and the character was touching the ceiling: the game "corrected" the position by moving the character down ... into the floor. Fortunately there's a restart button!
All of this sounds negative, although I really liked this game ;
The clever and intuitive level design teaches how to use the upgrades you collect without needing text, (as any good metroidvania should!), and the minimap is nice. 4/5 !
That said, there are a few flaws. The fact that the camera only moves when at the edges is annoying and leads to blind jumps. The jumping is awkward - there should be some gravity/acceleration to it rather than just going straight up and down. The game's reliance on hidden blocks feels really cheap, especially since your fire rate is so low. Even when you're shooting in the right area it can be hard to hit the destroyable blocks.
The graphics are alright and the zoom in/out at the start/end is really cool. The music's not amazing or anything, but it was fairly good and it never got annoying even after a pretty lengthy amount of time.
Overall, it's a really nice game with a few clear issues.
I can see you're polishing the game further, so a few issues I'd like to address:
- jumping, while a lot better than the original submitted to LD, is still a bit awkward. The momentum that builds up, plus stopping time/distance would suggest physics-controlled movement, and that's really tricky in a platformer. With more precise controls, and less momentum, it would allow for both faster movement, and more dynamic gameplay - though that probably would mean you'd have to ditch physics and program the movement from ground up. For platformers, that's unfortunately usually the case.
- there's a problem with background/foreground sprites: it's not that easy to differentiate them at a glance. Shadow on background sprites - or blur, anything that would hint at 'distance' would really help.
The mechanic with crouching is awesome :) As is the whole game and idea behind it, really fun. If you manage to work out the movement and background/foreground differentiation, it should really win some players over :)
Cheers, and leaving my rating, thanks for your feedback on mine :)
I did not finish the game after getting stuck but I liked it so far. Good job on a fine entry!
I was not able to finish it, i got stuck trying to pick up the mushroom. Got stuck in the nose with a too far jump to reach the mushroom and no way to go back... probably I am missing something
Up till that point I liked it very much
Wasn't sure how to make a jump in the top right room - after plenty of tries I gave up.
About controllers - IMHO accelerating/deaccelerating is too smooth and slow.
Anyway style, sound, and design are well fit to each other and I like playing it.
Good Job, guys.
Nice design, lots of switches, a lot of hidden stuff and... pixel perfect jumping.
As almost everyone said here before, this game at the current stage is simply too hard to even complete.
Some of the "impossible" jumps are technically possible (and I've done it once, but I didnt got some other item so i had to get back), but now i cant do it any more.
Which is a shame cos otherwise it'd be a much better metroid platformer than my LD entry... :)
Still, a good job!
It took us 1h to find out where you got stuck with a "impossible" jump. Congrats!:sunglasses:
With the new jump physics you could reach a place (2 pixel) you only should reach with jump boots.
But you did it :astonished:.
We only tested the difficulty jump and not the impossible one.
In the newest release 1.2.1, I changed the level design to make it clear you new to find the boots first.
Many thanks to all which gave us useful and constructive comments. I appreciate it. It helps us to improve our game and give you fun to play it.
In this version I actually found the top part, which i didnt before.
Also I never found the boots. But I did found 3 different ! blocks.
http://imgur.com/rYfdyg7
update: Now I see it!! Lol :astonished:, you are a very good pixel jumper!! Will add a block to go outside!!
http://imgur.com/j1av7tA :smile:
Might be worth putting an easy mode in, that shows like cracks or some marking on walls that can be walked through or shot. I had no issues with it, but I could see some people having a hard time if they don't know to check for it.
The controls were indeed too floaty / slow. I know Metroid wasn't particularly nice about its destructible / ghost block placement, but in this game, it was really too arbitrary! Having the map right there helped, obviously, but I felt the difficulty it introduced was too artificial. Same goes for the ghost block labyrinth at some point, it mostly seemed like a time delay.
I loved the second track :)
Thanks for your contribution.
(And to answer your question on my game jam, yes, I made it all in under 72 hours. I had about eight hours sleep total that weekend, I honestly think I tried too much again, should of scaled it down :/ The music was made in about three hours, I just have some awesome plug-ins that help big style.)
Seriously well done on your game, it's such a great concept! :D
But overall, great job ! And you made a game ;)
The main issue I had with the game is the fact that it kept breaking its conventions arbitrarily. I mean, exploration and discovery are key to a Metroidvania game. However, hiding paths behind generic tiles is not the best way to encourage that: it can make sense for secrets at times, as long as you provide some subtle hints to get the players thinking how to reach a seemingly inaccessible spot, but not so much for the main path. In some cases a tile would be breakable (or walkable), then the next one, looking exactly the same wouldn't, and there were no way to distinguish which case it was except for trial and error, which for a relatively large map can be frustrating.
With some improvements in terms of visual feedback and art style, plus some small tweaks to the physics this could be an awesome entry, and you sure did a lot in 72h, so congrats!!