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sodaraptor

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A member registered Dec 02, 2018 ยท View creator page โ†’

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Thank you, bigcock!

Thanks for the feedback Skels! Yeah there's a lot of balance and positioning issues with jumping on enemies, esp with the camera angle change (which I thought might help in the end but alas). I'd like to eventually implement some kind of "lock-on" when you jump and then press a button to kind of hone in on an enemy's head if you're close enough to make it a bit more intuitive. I might revisit next year to tune it up! Thanks again for playing

Don't let Grey Leno beat you!

Lots of free time and long sleepless nights :')

Weird, first I'm hearing of this. It's a bit of a height, but should definitely be possible if you time your double jump at the height of your single jump at that part. Not sure what could be going on unless it's something going on with your specific browser

That'd be rad, though I feel like there are a ton of submissions way better than mine haha Thanks for playing!

Ah man a homing missile upgrade would've been amazing, wish I could've gotten some extra time to make that happen! Yeah the minimap was definitely a crucial addition, another thing I would've loved to have gotten in the original jam version. Thanks for playing!

Thanks!! Staying up late every night with no job definitely helped :')

Thanks sm!

Thanks! Yeah our artist killed it with the all the game's illustrations! Something was left broken with the jumping in the jam version, but I believe I fixed it in the post-jam build. Also added more pickup spawns during the boss fight, which should hopefully speed it up and make it more fair.

Thank you! I was definitely going for that kind of "stay up really late while playing some old obscure game you could never beat when you were younger" vibe haha

Thanks for playing! Yeah I can see the CRT effect being intense. I tried toning it down a bit in the post-jam update, but if I had even more time I'd look into adding an option to just disable it (although it's kinda part of the aesthetic haha).

Thanks! Yeah, EWJ was a huge inspiration as I love that game. Yeah, controls weren't broadcasted enough in the jam version, so I made sure to rectify that in an update.

This was an amazing little platformer! I was pleasantly surprised when a second level dropped, and the star trek theming was on point. The movement and collecting were fun, but honestly the thing I enjoyed the most was the music! Especially that main menu theme, wow. Nice work!

I love Slime Gal! This was seriously great. The game flowed along nicely and challenge was just right. I wish I could've played this with a controller (not sure if there was any support, mine didn't work if so)- I think that would've elevated the platforming and other mechanics much more. The art was the best, especially during the boss fight. Awesome submission!

Extremely high quality submission- had a lot of fun playing through this one. Felt very Doom-esque with how the enemies behaved and just how good blasting with the glove felt. That thing eats through batteries like crazy, so the choice to have the pickups respawn was a good one as it ended up being pretty challenging towards the end. Thought the music could've been punched up a bit more, but other than that everything was solid!

This was so great! Loved the art, the controls were fluid and intuitive with controller, and the level flowed nicely. Desperately needed some jaunty music but obviously that is still in the works, so I'm excited to hear what you end up going with for it. Only thing that bothered me was the sort of "visceral" sound when killing enemies, like the screams of the little mole guys. Didn't feel like it fit the vibe of the game very well and was jarring. They needed more of an "oomph!" or "d'oh!" sound. Other than that, it was really fun.

Even though it wasn't finished, it was still a fun to just walk around and kick stuff for a bit as Leno. Would've been cool to see the barrel-spawning mechanic spawn random Vinesauce stuff from the sky, or some more voice lines for GL. But a nice demo!

Said the same thing on the jam submission page, but this was really fun! Took a bit of a learning curve and definitely required I paid attention to the buppet descriptions, but after a bit of playing I was getting good score multipliers. I loved the use of the theme and all the different buppet types. Music/art were great too!

Said the same thing on the submission page, but wow! Had a great time with this! Cleared with 250 points. I'm a sucker for Warioware-like microgames, and this had lots of entertainment in such a small package. The duck wireless game probably gave me the most trouble because I kept hitting it on the heron or whatever that other bird was lol

I also really liked the detail of the desk continuously getting cluttered with references. Amazing entry all around!

This was really fun! Took a bit of a learning curve and definitely required I paid attention to the buppet descriptions, but after a bit of playing I was getting good score multipliers. I loved the use of the theme and all the different buppet types. Music was great too!

Wow, had a great time with this! Cleared with 250 points. I'm a sucker for Warioware-like microgames, and this had lots of entertainment in such a small package. The duck wireless game probably gave me the most trouble because I kept hitting it on the heron or whatever that other bird was lol

I also really liked the detail of the desk continuously getting cluttered with references. Amazing entry all around!

Thank you! Weird that it froze on game over, was it a full hang or did the buttons not work? No, I didn't make the CRT effect. It's an asset I used called VHS Pro!

Thanks! The subtle filters definitely help

We were down to the wire!

Thank you! We did some light playtesting and found that being able to aim at some enemies (like the turret head) was hard to do while moving so I ended up foregoing the Metal Slug route and leaning more Earthworm Jim where you sit still while shooting. But I can see it being preferential. Yeah for the boss I definitely should've had some more pickups spawn during the fight!


  • Fast-paced and brutally difficult gameplay inspired by Earthworm JimMetal Slug, and Contra.
  • Run, double-jump, shoot, and bomb through droves of enemies and a final boss fight.
  • Fantastic original artwork and character designs by Loopsdaloop.
  • Rocking Genesis-style soundtrack composed by the amazing BassClefff.
  • Full controller support (highly recommended)

โ–ผ Play it now โ–ผ

Cheats would be fun! I'll look into it for a future update

There is a hidden ledge beneath the first checkpoint lantern you encounter, right after the locked gate along the long path. Green key goes there

This was so interesting. The concept is really unique! Kind of like a mix of Papers Please and those anomaly-spotting games. I kept getting paranoid at checking and double-checking a lot of the same items. The Doll got me in the end!

Technically impressive and stunning art! The story and cutscenes really drew me in and those enemies were creepy. Good stuff!

Sweet and simple! I really dug the character art and that funky music.

Got stuck a few different times on parts of the level and character colliders and had to restart, but overall I love the aesthetic! Would make for a very unique looking game if ironed out a bit more.

Awesome game! I thought the ASFN mechanic that revealed the true environment was really neat.

I loved this so much! The level design was well thought out and the gameplay mechanics were nicely implemented. I especially enjoyed the Simon Says style bell ringing puzzle, that was a nice touch. I thought the music could have been a little more jaunty, but overall it was a nice and short 3d platformer.

Thanks! I am working on putting up a webGL build soon, though I will most likely have to scale back a lot of the current visuals for it to run ok in-browser.

I may expand on it in the future. It is not possible to disable any of the filters at this time.

SUGAR GHOULS is a new 3D platforming demo made in just 12 days where you control Ghostkid, a lost trick-r-treater searching for the fabled and delicious Ghoul Bar- a candy so rare only few kids have seen it.

  • Experience fluid control as you take Ghostkid through a huge, hand-crafted 3D level and try to claim the hidden Ghoul Bar!
  • Runjump, and stomp across platforms, slime pits, chomping goblins, fire-ball throwing pumpkins, and more.
  • Original and funky Halloween tracks by BassClefff and DJ Trooz straight outta the 90s!
  • Stunning retro 3D graphics and effects that will boggle your eyesears, and mind.
  • Full controller support!


So grab some candy and a controller and check it out!

SUGAR GHOULS is a new 3D platforming demo made in just 12 days where you control Ghostkid, a lost trick-r-treater searching for the fabled and delicious Ghoul Bar- a candy so rare only few kids have seen it.

  • Experience fluid control as you take Ghostkid through a huge, hand-crafted 3D level and try to claim the hidden Ghoul Bar!
  • Runjump, and stomp across platforms, slime pits, chomping goblins, fire-ball throwing pumpkins, and more.
  • Original and funky Halloween tracks by BassClefff and DJ Trooz straight outta the 90s!
  • Stunning retro 3D graphics and effects that will boggle your eyesears, and mind.
  • Full controller support!


So grab some candy, a controller, and check it out!


SUGAR GHOULS is a new 3D platforming demo made in just 12 days where you control Ghostkid, a lost trick-r-treater searching for the fabled and delicious Ghoul Bar- a candy so rare only few kids have seen it.

  • Experience fluid control as you take Ghostkid through a huge, hand-crafted 3D level and try to claim the hidden Ghoul Bar!
  • Runjump, and stomp across platforms, slime pits, chomping goblins, fire-ball throwing pumpkins, and more.
  • Original and funky Halloween tracks by BassClefff and DJ Trooz straight outta the 90s!
  • Stunning retro 3D graphics and effects that will boggle your eyesears, and mind.
  • Full controller support!

So grab some candy, a controller, and check it out!

https://sodaraptor.itch.io/sugar-ghouls