Originally released in 2014.
Hello! Welcome to my game!
WASD/Arrow keys - Move around
Mouse - Look around
There is a lot of ocean in this game and you can fall off the edge in the Video Game Void so please be careful!
Thank you's and Credits
Thanks to Tentabropy for code help and constant support!
Thanks to Lilith for creating "Oneiric Gardens", especially the part with the surfboard.
Thanks to Lego Island for making me think about beautiful little 3d worlds.
Thanks to Joiro Hatagaya for creating the 8bit-wonder font!
Thanks to Parade of Sinners for making the song "Oh, What A World!" that is featured in this game.
There is a secret in the game, can you find it?
i like to swear in the titles ok
This handsome devil's picture is not in fact me, but a cartoon version of Wario (Mario's archnemesis). I contributed 2 games for the Pirate Kart and that's all. They are my first two games made with this program. I hope they are terrible enough for this fantastic compilation.
The message in the KotMB event in case you didn't read it for some reason:
I KNOW THERE'S A RIDICULOUS AMOUNT OF STUFF SO IT'S OBVIOUS I WENT OVER THE TIME LIMIT, BY OVER 24 HOURS, BUT THE GAME ORIGINATED FROM THIS KOTMB AND I CBA TO POST IT ANYWHERE ELSE I DONT CARE ITS THE BEST GODDAMN GAME EVER
I got absolutely no ideas over the weekend so I did a sequel to one of my pk2 games.
From there it took about three seconds before I veered off the road, but when I came back, I brought the whole fucking circus with me.
Remember to take your losses like a man.
Be sure to check out the full title screen.
Also a threequel is planned which will feature Proper A.I.™ for enemies (no more shooting shit around randomly) and being able to attack in directions other than right + many more things to come!
Give the racing game the run-around and put Freestyle Box Wasteland back on the shelf, it's monster time!
Attached is a test version of the fourth idea I had that I am going to be working into an actual game, the third one was going to be a Chu Chu Rocket clone only it was going to be Cock Cock Rocker where you had to guide the rockers into the limos and turn away the screaming fans away but I only could go far as having a single rocker turn ninety degrees when hitting a wall (by, cleverly, changing the angle, which is a device that I should use in more games) as I don't think it's possible to take it further than that or at least my skill level.
See, I want to make a game that could be fun in both single and multiplayer (single player in Cock Cock Rocker would just be a puzzle mode as there is no way I would be able to do multiple AIs using such a basic Klikteam product. Maybe in Multimedia Fusion but not this) and the whole players managing a group of NPCs seemed like a good idea for fast action and laffery so I took the 'herding' mechanism of Chu Chu Rocket and changed it to something that was more direct and that evolved into what we have here. The next step will be either be making the game about herding small objects or eating the most small objects before the timer runs out.
Or maybe just giant Dracula versus giant Wolfman battling whilst small objects run away only to be crushed underfoot whilst you toss buildings and cars at each other until there's only one monster left. That's pretty rhinoceros innit.
That will be the plan for Monster Mash - Gigantic Creature Feature Throwdown.
Continue the exciting quest against Jesus. Use your mouse to control the Paddle of Destiny and repel the bees to destroy his brick castle and defeat him. Also collect power-ups to make the game EVEN EASIER
Drive a car in a carpark and also in a dream.
Use the 'W', 'A', 'S', and 'D' keys to move, and the mouse to move the camera.
Use 'Esc' to reset, 'Del' to quit, 'M' to toggle music, and 'L' to toggle the main light.
I prefer playing with the light and music off, but all versions are official dream cannon.
If your Unity 3D is up to date there's a new, free, beta version of the 'standard assets' in the Unity shop. Search for 'sample assets'. It includes car things.
This game was inspired by a feature found in Alien Soldier where playing on the "Supereasy" difficulty allows you to adjust the game speed while paused. It got me thinking about game speed and its correlation with player skill. In that vein, Temporal Banana is a (very) basic SHMUP with a twist - the game's speed changes based on how well you play. Defeat lots of needle bombs to increase the speed. Conversely, taking damage makes the game slower. However, one thing remains constant - the timer ticks away at the same speed regardless of how fast everything else moves. As you play, your banana continues to ripen until it is overripe (that is, you run out of time). If you take damage while overripe, you lose the game! If, however, you defeat the giant Space Durian, you will be victorious.
If you want more challenge, press T at the title screen to play "Time Flux Mode", which is inspired by Leon Arnott's "Aorta of Time".
There's not a whole lot to this game. In a way, I kind of wish I gave the Space Durian more than one attack. It definitely lacks variety. At the same time I worry that adding lots of different attacks would make the game speed deviate too much since the speed would be dictated not quite so much by the player's skill, or perhaps some attacks would be easier or harder than others, causing the speed to deviate quite a bit depending on which attacks the player were most affected by... More than anything this game is just an experiment concerning game speed and I don't think it needs to be anything more...