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the Super Climb Up project originally got started in 2018, when I played through Ice Climber for the first time, really liked it, but felt like I could do better, so I decided to have a go at it and see if I could build on the concept
one of the first changes I wanted to make was to the jumping, Ice Climber has this awful, difficult to control, floaty jump
I wanted to maintain the height of the jump so the block layers could be about the same distance as in ice climber, so I added a double jump to increase your air control
after that was lots of little changes, Ice Climber's weird conveyor belts got replaced with flowing water, the moving platforms became more explicitly clouds, I started adding spikes, and one of the biggest changes, I decided it'd be cool if there were sidescrolling levels
I also, of course, decided to go with four different worlds, which allowed also a lot more room for exploration of the mechanics than Ice Climber had, like, what if some of the blocks had different properties, like taking more hits to break, or being slippery? What if there was lava? etc.
I was really proud of Super Climb Up, but it ended up being my worst selling game ever, I don't think it even reached 100 copies sold
and then since then, I've had a lot more success, and my work has improved a lot I started thinking about doing a remaster sometime while working on Grey Area, one of the reasons I included the Mysterious Towers was, aside from worldbuilding/establishing that all my games take place in a shared world, was to make new graphics for a future Super Climb Up remaster hehehe
at some point during this my friend and Grey Area co-developer @da-mous (whom I met because of Super Climb Up!) went into the project file and made a bunch of lil tweaks, like being able to break blocks from the side (which I really enjoyed and incorporated into some new levels!)
she also added things like being able to attack enemies in midair, various small tweaks to the movement that made the game feel a lot less stiff to play and sped up the gameplay, and even some little visual changes like adding lil particle trails to cloud platforms
all in all, she really got this project kicked off I'd say
after those changes, I got into the real meat of things, redoing all of the graphics, making more tweaks to gameplay, and even entirely redoing the UI and removing the big black sidebar the original game had
I added in a new beach themed world, and an expansive new post game I am still not getting into too much detail on, but it is indeed very big with lots of new stuff to do :)
the game feels so much more lush and alive now I think, and a lot of it barely even feels like Ice Climber at this point!
as proud as I was of the original, I am so much more proud of this version, much happier with all of the work I've put in and all of the improvements I've made in my art and programming, and honestly, I think this is the best game I've ever made!
I hope everyone has a ton of fun when it releases!
ok I lied about not showing off the new tech this is so fun oh my god
“You’re ace but in a relationship? Ohhhhh, you mean a QPR!” No bitch, they mean a relationship. If it was a qpr then they’d state that. The amount of times my bf got these dumbass assumptions as if his sexuality doesn’t literally state what it actually is in the name…
aSEXUAL.
He is the most romantic person in the world, loads of kisses, passionate, very intimate (romantically). Please stop mixing up the “A” sexualities. Not even mixing up—mushing them together as if they’re all one, they’re not!
The song of the day is
Little Simz - Boss
Grey Area
This is Grey Area. I'd been thinking a lot about how rigidly people view things, ignoring life's multi-faceted nature. Everything either has to be completely this or completely that. Something is either 100% right or 100% wrong. Black and white, black and white, when, in reality, almost everything is grey area.
At what point does CPR become necrophilia?