Promo art for a game that doesnt exist.
Happy splatfest! I played a bunch of Splatoon 2 today while also watching a stream of Battle Brothers. So here’s a mashup of those. Please enjoy tactical squid com-splat.
I’ve been enjoying Splatoon a whole lot. The core loop of ‘battle -> get cash -> buy clothes -> repeat’ is very enticing! I love a good dress-up game. I’ve only just started to dip my toes into Salmon Run, as my interest in the Turf War starts to wane (splatfests aside). I had very little interest in ranked until recently– I got really into ARMS’s ranked mode for a couple weeks, which has rekindled my interest in it for Splatoon.
Battle Brothers’ tactical-minis fighting seems pretty neat! Unfortunate that the writing seems to be on that low-fantasy “it’s not realistic if women have agency” bullshit. All in all I’m happy to watch streams of it rather than play it myself.
As an aside– I think a splatoon tactics game could be really cool, although I don’t know that battle brothers’ approach is *quite* the right fit. Battle brothers is really focused on formations (as far as I’ve seen) while Splatoon has a big focus on using your colored turf to increase your mobility (swimmin’ as a squid, super jumps)
I'm back!
This concept happened somewhat by accident. I was in the process of updating some old mockups. While looking at my original pitch mockups for Ducktales Remastered, I came across an old revamp of Chip & Dale on the NES back in 2014. Given that I had to isolate all the elements to apply the changes, I suddenly had workable game assets and some extra time on my hands. Things just snowballed from there.
One thing I did want to address from the original was to properly show the scale of things. The NES game was all over the place (mouse sized rhinos for example.) So making sure the big robot dogs from the first level where actually appropriately imposing was important. The game also implied you travel to locations by plane, but you never got to see it.
While the mockup is scaled for modern systems, I've composed the music and sound effects using SNES limitations to give it that old Capcom home-console flair.
This video is not endorsed or licensed by CAPCOM CO., LTD or THE WALT DISNEY COMPANY and is not a game under development. This is made only for fun.
I was trying to take photos of my new Jigoku Engine cart and got some nice ones, but I THINK I accidentally summoned Satan
HOSHIBACKYARD | “Game idea about investigating a school that has gone crazy”
Mr. Splash! Developed by Hiroshi Inukai aka Polygon (2007, Famicom)
I finally made a reproduction cart of the elusive homebrew game Mr. Splash! I love it. Rather than using the official art (which I couldn’t find a good copy of) I designed my own label, going for a Game and Watch aesthetic. Read more about the history of Mr. Splash including my review of it on the blog!
Well, I may be cheating a bit for the drabble, but I might as well write what exactly that vector graphics-y game idea I was talking about is.
Black Skies, for the long and short of it, is a science-fantasy Zelda-like game idea that’s been bouncing around in my head for a while now, with a pseudo-vector-graphics style and a world inspired by pre-gaming-crash-styled games and the 70s-type sci-fi and fantasy it drew from, set in a world that has moved on, where you’re a lone mercenary set on rescuing a princess from a malevolent force of space demons .
Of course, the idea, as it stands so far, is a fair ways more complex than that, but read on for more info there…
Keep reading
So a friend of mine from @mmmskulljuice‘s circle was talking about their desire to make a “submarine Zelda”, and I started drawing this little guy on the assumption that you’re playing AS the submarine. More ideas followed:
The title of the game is Foot-Long Hero. You play as a very small submarine drone who’s on a mission to visit five to eight dungeony areas above ground, but they can only be accessed from underwater.
You can name your hero sub whatever you want, but his canon name is Hoagy.
The villain’s name is Grinder.
Hoagy is a member of a wandering group of salvage drones who call themselves the Poor Boys.
Yes, we’re riding the sandwich puns hard in this.
Hoagy is a sentient, mobile vehicle in the tradition of classic game characters like Twin Bee and Opa-Opa. He gets hungry, scared, and has emotional reactions to things that happen in the game, but he’s still a machine and has interchangeable parts.
Hoagy is equipped with boots, boxing gloves, a propeller, and a nosecone. The boots and boxing gloves are only used while on land: the prop and nosecone come into play underwater. Each of his parts are interchangeable and he’ll find new propellers, boots and so on that will give him new powers.
Being a sub, Hoagy swims much faster than he can run. He’s highly mobile underwater, to the point where the underwater sections of the game are more like a top-down Zelda, whereas on land it’s a traditional side-scrolling platformer.
On land you can run, jump, launch your boxing gloves, and perform a special Periscope Flip, shown on the bottom, that lets you jump much higher.
Underwater, you can not only launch your boxing gloves but also extend your periscope up to the top, which is a factor in solving many puzzles.
Later in the game you may even acquire a special hat that allows you to grab things with your periscope and pull yourself out of the water.
You can also play as a female-presenting sub, which adds eyelashes onto your periscope but otherwise doesn’t change the game. The canon name for the female sub hero is Baguette, but again you can call her whatever you want.
A collection of epistolary fiction about video games that don't exist
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