Ah, well... at least Flash games weren't buried alive back then lol (R.I.P., but thankfully, they're still reviving them through emulation). And sorry, I shoulda specified, I really meant more so toward the level theming and how 'organic' I wanted the levels themselves to across as (meaning, for...
Thanks for playing, I appreciate your honest thoughts! That's actually why I wanted to present a more official-looking download link, complete with a homepage and everything. I didn't want anyone feeling on edge over any potential viruses lol. I can see how the levels could feel stretched, as...
Really? I did remove the old link in favor of this one: https://kingboo83.itch.io/archipelago-adventure
I click it and it still seems to work for me. Strange...
Regardless, here's the previous link too: Archipelago Adventure Demo
While I couldn't quite meet my own self-imposed deadlines (a lot came up), I'm finally ready to share a workable download link for the full demo, along with a plethora more screenshots and some videos! :WLThumbsUp:
Demo links (includes all 8 levels and tutorial showcased in the playlist)...
Apologies for the wait, but I'm hoping to release the update come around the end of this month! I've been trying to polish up a lot of the project, and still working out a few kinks, but almost getting there now.
Awesome!
If I can get around to implementing multiplayer, Dry Bones was actually my go-to choice, instead of a palette swap Boo or something. Boo, Dry Bones, and Shy Guy have always been among my favorites. :) Nice to hear you've touched upon some of the references! Most of the enemy and NPC...
Thank you all for the support! I can attest the desire for more Wario Land-inspired fan projects!
Here's a bunch of new pics of the updated game, including new levels:
Two new YouTube videos are out too, covering all 5 levels, tutorial, and the boss, so World 1 (or "Island 1", in this case)...
Thank you! I appreciate the comment, and yes, I've put a lot of heart and love into it.
While it is thematically similar to Mario, I am trying to differentiate the level design to fit the game's own identity, and as you can see, blocks (or presents here) are very sparse and only hold important...