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erikrosenlund

erikrosenlund

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erikrosenlund posts

Springs, springs, I love them!

I must say, I really like how this new secret section is developing. Fourth screen.

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Thought I'd use the wall springs a bit more.

Another level for Slow Mole+

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Megadrive controller adapter

I thought it would be nice to have the option to play the Megadrive game with an NES controller, so Kristofer has started designing an adapter. And yes, buttons will be (nearly) fully configurable so it will also work great for many other games (like if you ever wanted The Revenge of Shinobi to feel more like an NES game).  This is just a prototype, so the artwork isn't final.

I honestly don't know if this will improve my Mega Slow Mole skills, but I feel like between this and a ...

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Another Slow Mole+ level

Working on the fourth alternative route through the game. The screens are getting pretty hard, but this is likely the last set of secret screens in the main game.

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Halloween time

This acclaimed horror short film of mine might be worth checking out on Halloween, if you haven't gotten around to seeing yet.

https://www.youtube.com/watch?v=uyiQHAjwBzc

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The tightest game ever!

Of course, Mega (Slow) Mole isn't finished yet, but the beta is already the tightest game ever according to top retro speedrunner Skunky48! (World record holder on games such as Turtles NES and Steel Assault as well as a top Ninja Gaiden player.)

https://www.twitch.tv/videos/1946833769?t=1h58m30s

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Slow Mole+ third secret route

And a screen with multiple routes. You have to pay attention which direction the right enemy moves at the start and adjust your tactics accordingly. This took some practise...

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The joys of teaching

I just finished teaching a course at the Animation Academy in Stockholm and one of my students thanked me by making this. Thanks Jojjo for the fantastic artwork!

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Slow Mole+ progress

The second secret route introduces some new mechanics. 18 new levels so far and counting.

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Slow Mole+ secret route

Finished the first secret alternative route for Slow Mole. I'll let where to find it and where it takes you remain a secret for now. I've done my utmost to match the timing of this section to that of the original route, to leave speedrunners with a choice of which route suits them best. This route is meant to be ever so slightly quicker to match its significantly increased difficulty.

And, I managed to mostly use already extisting tilesets for this, which means I still have graphics mem...

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Slow Mole +

Slow Mole + will feature secret alternate routes through the game.

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Game secrets

The Slow Mole NES manual will mainly focus on less obvious mechanics.

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Working on the Slow Mole NES manual...

Some sketches. 

Once I'm happy with everything (including added content for the game), there will be a boxed NES version. 


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New save system at work

The warp appears at the start of the game if you have a previously autosaved checkpoint.

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New sporty outfit for Slow Mole, part 2.

Mega Slow Mole updated. 

Autosaving! The game now saves your last checkpoint. At the start of  the game you'll find a warp that takes you to where you last left off.  Or you can just go left and play the game normally. Should work in  emulators and flash carts that support saving.

Slow Mole now has a new sporty outfit! Can anything stop it with its improved aerodynamics?

2023-08-04 20:13:11 +0000 UTC View Post

New sporty outfit for Slow Mole.

The manuals for the physical releases will be in a comic book style, so I've been working on Slow Mole design. 

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Mega Slow Mole update.

Beta and demo updated.

Two new levels and tweaks to existing ones. Improved insect mechanics and some minor glitches fixed.

https://slowmolestudio.itch.io/mega-slow-mole

Most importantly, I think the end game has a better flow now, which is really felt on repeat playtroughs. I removed one level. Much like film editing sometimes, the problem wasn't the level in itself, but how it affected...

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Some coverage in SEGAbits

I need to finish some Mega Slow Mole cover art, since this shows the NES image...

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New Mega Slow Mole trailer.

Feel free to share.

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Mega Slow Mole Beta version launched!

Ok we have a game! Some content still to be added, but it's a challenging 80+ level playthrough already.

All patrons should have access to the Itch.io-page, but I'll also attach the rom file to this post.

https://slowmolestudio.itch.io/mega-slow-mole


Patron access:

https://slow...

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Mega progress

Development is going really well. Current level count of Mega Slow Mole is 64 over five sections. Looking to release the first beta version in about a month. Just need some levels to start the game at a more reasonable difficulty level for Slow Mole beginners.

Currently working on an overworld tileset...

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Now also on Mastodon

I'm no master of social networking, but thought I'd have a go at Mastodon. So if you have a presence in the fediverse, come and find me!

https://mastodon.gamedev.place/@slowmolestudio

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Tile attributes

I've chosen to insert tile attributes for every screen manually for simplicity and control. It's not as time consuming as you would expect when you get used to it. It's also a simple way to let every tile do exactly what it needs to and nothing else. A soild might not need to be a floor if we aren't meant to stand on it, just being a wall is fine.

This is an array stored as a list in memory and the code then checks the mole's position versus the array, y and x. All while doing some bit...

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New Mega SlowMole gameplay trailer!

The game is really coming along. Most mechanics are already in place. A few more levels to go, but around 50% of all the base game levels are done. Aiming for a beta release in a few months.


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More Mega Slow Mole gameplay

I hope to finish a new gameplay trailer soon. Meanwhile, here's some gameplay from a few of the later levels in the game. Not all of it is as hard as it looks though...

Current level count is 45, with three sections essentially finished. Aiming for around 90-100 in the base main game, with additional secret and bonus levels.

A beta version should be finished in a few months.


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Imagining a 1-bit monochrome Slow Mole...

This image is based on Slow Mole Jr. for the Pico 8 but upscaled 200%.

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Another tileset

A freeze frame that shows the palette animations that makes the fans and wind move. (Color cycling creates the illusion of movement without there being an actual movement in the backgrounds. Much like the water in the original Slow Mole for the NES.)

Still tweaking the mechanics for this section, but I like how it feels so far.

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An early review of Mega SlowMole!

Top speedrunner and controller builder extraordinaire Skunky48 got his hands on the Mega SlowMole demo and had this to say. So don't feel bad if you can't finish the demo in under 247 deaths; this was the Slow Mole NES world record holder playing after all. (As well as WR holder of several other games, including Turtles.) 


https://twitter.com/TheSacredOils/status/158836231251...

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Mega SlowMole – Acid World gameplay trailer

If you haven't had a chance to try it yet, here's an updated gameplay trailer that will give you some idea what you're in for.

Download links in previous post below.

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Mega Slow Mole demo

Try the upcoming Sega Megadrive/Genesis game:

Megadrive/Genesis ROM file playable using an emulator or flashcarts on actual hardware or clone consoles as such as the Mega SG.

https://www.mediafire.com/file/66zxkvmciuxqa4n/MegaSlowMole_Demo.bin/file

UPDATE; here's the longer BETA version:

2022-10-31 14:20:20 +0000 UTC View Post