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Wrymouth

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A member registered Apr 04, 2022 · View creator page →

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Very clever game, though as is common with detective games it’s fairly easy to make wild guesses based on half-baked assumptions.

If by any chance someone is reading this comment before they actually play the game: For every demon there’s a definitive way to determine their identity, you will know it when you find it.

I thought the art was pretty neat, the Wigglypaint style is a cool way of giving the demons a slight “otherworldly” vibe in a strangely adorable way. I was expecting the designs of the demons themselves to be more important to determining their identity, though.

What I love about this game is how immediately apparent everything is. I had read absolutely nothing about the game until I started playing, and almost immediately understood the premise.

I’m strongly reminded of VVVVVV, in part because of the presentation (levels mostly themed around one color, takes place in space, difficult levels with quick resets, etc) but mostly because of the gameplay aspect of throwing yourself at a challenging segment for 3 hours and not even feeling that much of a rush when you do finally beat it.

The buttons for making your ship go faster and making the level scroll faster are obvious but excellent additions, adding an extra layer of planning to the game. I also really like how levels have multiple routes, so if you’re sick of trying the same route over and over again you can vary your approach a bit.

Oh, and also the music’s good too, yeah.

Once I figured out how you’re actually supposed to play, it took me quite a while to even get hit once. Generally kind of a monotonous gameplay loop, especially since there doesn’t seem to be any risk involved in restocking on pies. You can really just spend most of your time at the back of the stage and only come out whenever enemies appear on the far sides. Music was good though!

For a first Paper Mario mod, this is absolutely mindblowing. The fact that you reused Chapter 5's Fearsome Five segments might initially come off as lazy, and while it certainly saved you time on map editing it's clear that you used that saved time to work on every other aspect.

The battles are significantly more difficult, which I wouldn't mind if it was possible to save inbetween battles without the enemies respawning. There's new enemies (well, they're really just heavily modified vanilla enemies I guess), some new items, and a ton of new dialogue. To counter the challenging enemy formations, the partners have been given a bunch of new moves which are just amazing really. Shoutouts to the Nuclear Bonk and the Triple Zest specifically.

With all that said, I still think more could've been done to separate this mod from the base game segment it's clearly patched over. You could've edited textures here and there, recolored a whole bunch of things (heck, maybe vertex painting would've been enough in some areas), changed some small details in the maps...

Still, this mod was a lot of fun to play, and I hope to see more from you in the future.

I'll be charitable, since this was your first mod and you didn't exactly give yourself much time. Still, this one isn't great.

The core idea as you originally intended it sounds cool, but that's not really what this ended up being. It's really just the Chapter 4 cooking intermission followed by a Bowser fight. However, the mod still demonstrates a light amount of script editing to make the cooking part work on its own, and some asm patches being used to give Mario the partners and badges.

The one modding discipline you've clearly mastered is string editing, but even that doesn't show very well. Once the cooking part is over and the Bowser sequence begins, there's like three edited lines and the rest are all vanilla. Basically nothing in the epilogue is edited.

Overall I'm not a fan, but I hope that now that you don't have to worry about meeting a deadline anymore, you'll take the time to flesh out your original concept and make something awesome!

Being Rain in the Paper Mario Modding server in 2022 must be difficult, I think I wasn't alone in having high expectations for this mod. While the result ended up being quite good, the crunch you two had to go through is very clearly visible and it's clear a lot of stuff was removed.

Let's start with the presentation, which appears to have been mostly MrN's territory. The sprites were all excellent. I absolutely love the Paper Mario-ified BIS enemies and NPCs. The writing was very in character and also quite funny, it's clear a lot of thought was put into that. Finally, which one of you was responsible for the battle theme? I've never heard custom music implemented this well in any Paper Mario mod.

On the gameplay front, the battles were fun but also very simplistic for the most part. The final battle against the M & L memories was absolutely stellar, though. The attacks were very creatively adapted from BIS and it was a good challenge.

Then there's the segments in between the battles, which is where Rain got a chance to flex a little bit. This is why I mentioned having high expectations, because Rain always manages to make really cool tiny additions to the game's mechanics using ASM. For this mod, the additions were quite minor.

The first segment deals with a Spin Jump, another idea taken from the Mario & Luigi series. It's a clever way to add some extra functionality to the spin jump, and there's some tricky challenges to go along with it. The second segment gives Mario a Hammer Throw ability to use in the overworld, and I can't stress just how happy I am that Rain finally brought that back after showing a short demo of it several years ago. Still, I was expecting a lot more, especially considering the cool stuff that he made for the Christmas Special which had a significantly shorter development time.

Overall, this mod was a short but really fun experience, and you get bonus points because I love Bowser's Inside Story so much.

You guys make an amazing team, just as I expected!

This is a really cool little mod with all sorts of neat details. You scale a giant cake and then you're tasked with finding several ingredients for a cake which are spread throughout the land. The maps are all made by my man Den, who (to my knowledge) also did a decent amount of the scripting.

The twists on the basic attacks are nice, they put an interesting spin on the standard jump/hammer choice. The "open world" aspect is great, and exploring is a lot of fun because every map has something interesting to find. Also the cutscenes are amazing, definitely the highlight of the mod.

I will say the final boss was kinda underwhelming, ultimately it was just a stronger Shy Guy. Also, while the maps were really cool, one thing I'd like Den to work on is to make them slightly nicer to look at. Y'know, add some cool details or an eye catching landmark here and there.

Overall, this was an amazing mod and I can't wait to see what you guys do next (individually or together).

Oh man, you've absolutely outdone yourself here.

Between this and Black Pit, you've not only demonstrated that you have a great amount of skill in terms of custom ASM, but also that you can create really fun core gameplay mechanics. Now I haven't played Overcooked, so I don't really have a reference for this, but I can say that the mod in isolation was insanely fun. Having to juggle all the different ingredients and bowls around to get an optimal time was very gratifying. I even managed to get 3 stars on the first level 👀.

I also like that there's multiple varieties of cake, not to mention other small things like the completely custom title screen with high score board (even if it doesnt seem to work all too well).

Really, you did a fantastic job. You've gone way beyond anything I could've ever expected from this jam, even though you didn't quite get to polish it to your liking. 👏

see my balls

I found it online :D

Damn DEN, this was FUCKING amazing!!!