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SlowMoleDev

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  1. The "normal" Famicom cart will likely remain out of stock for a while. We still have some of the unassembled boards left though and they'll be used for something.
  2. Slow Mole+ is out! It adds secret alternative routes to the game and features many secret levels with new themes and new mechanics. (They will take some finding though and can only be found on normal or hard mode.) This is the early access version 0.9 and some end game content is yet to be added. Everyone who supported Slow Mole in the past should already have access to it. https://slowmolestudio.itch.io/slow-mole And yes, we're planning a physical NES release too. More info on that to follow.
  3. The new save mechanic at work. The warp appears at the start of the game if you have a previously autosaved checkpoint.
  4. The game now autosaves the last checkpoint. The next time you start the game you'll find an optional warp that takes you to where you last left off. Also, Slow Mole has a new aerodynamic outfit. Check it out in the new update!
  5. Update! New levels and tweaks. Make sure to get the latest version of the beta or the free demo: https://slowmolestudio.itch.io/mega-slow-mole
  6. A bit of coverage in SEGAbits: https://segabits.com/blog/2023/06/04/new-genesis-mega-drive-indie-game-mega-slow-mole-coming-soon-demo-and-beta-available-now/
  7. Mega Slow Mole for the Sega Genesis/Megadrive is nearly finished. Free demo and beta version out now. The game is here: https://slowmolestudio.itch.io/mega-slow-mole There's still some content missing. Some more levels will be added to the first third of the game and it's missing some end game content, challenge levels and secrets. All the music isn't there yet either and the sound mix will need some tweaks to sound well on all Megadrive revisions. That said, the beta already contains more than 80 levels and should pose quite a challenge... I suspect a lot of people will find the free demo challenging enough though. Mega Slow Mole is the sequel to the NES game Slow Mole https://slowmolestudio.itch.io/slow-mole In fact, it's sort of the third part of a trilogy since I also made a Pico 8 game before it called Slow Mole Jr. https://slowmolestudio.itch.io/slow-mole-jr And while Mega Slow Mole does borrow some mechanics from Slow Mole Jr, it's completely different from the NES game, aside from the checkpoint mechanic. We're also planning a physical cartridge release, but manufacturing and marketing is still left to be sorted out. Hopefully I can share some prototype cart footage soon. Coded in C using the fantastic SGDK toolset by Stephane Dallongeville. (Thanks Stef! You're amazing!) https://github.com/Stephane-D/SGDK Press kit: https://www.mediafire.com/file/4k4g18q8y2cetem/MegaSlowMole_Presskit.zip/file
  8. Hackinformer did a review on the game and the cartridge. Nice to see they were very pleased! Some of what they said about the cartridge design: "First off, just wow. The fact that they went with the black screenmask was the first brilliant touch. Then there is the printing for the PCB. By having a gold toned print on it, it not only matches the metal components of the board but it just oozes premium quality. Second of all, I like the dual LED lights that complete the feeling of one of the electric wire obstacle. It’s present on the board by a print of the scary electrical obstacles. However, the game has nailed down its awesome factor when you turn the game on and the LED’s light up! Next, the board is multilayered. Cheaper boards literally might only have 3 layers and have a flimsy quality to them. I’m uncertain as to which company manufactures these boards, otherwise I’d have specs for you. But rest assured, this thing is built like a brick building. It never succumbed to bending when inserting the game without a shell into the console. This physical cartridge feels more like a premium trophy to compliment an easier way to play it, like on an emulator. However, it can be played, for sure. So don’t be afraid of it!" Full review: https://hackinformer.com/2022/01/16/game-review-slow-mole-for-nes-famicom/
  9. I've been experimenting with a Dreamcast version and I rather like the result. If anyone's into Dreamcast and wants to give it a go, it's currently free on Itch.io: https://slowmoledev.itch.io/slow-mole-for-the-dreamcast
  10. No, not yet I'm afraid. Most of the boards we've made so far is currently in the hands of testers. If no major issues turn up, we'll make a batch for patrons with the same design, followed by a somewhat wider (but still very limited) release. For batches this size we need to do some assembly ourselves which puts a limit on how many and how fast we can produce them. Kristofer, who's doing most of the assembly, also has a day job as an inventor/programmer/hardware designer so our production speed is also affected by how much extra time he has to put in at work. I hope to get the boards to the patrons out the next few weeks, so that will give you a rough idea about the timeline. After that, we'll make an announcement about how to order the Famicom version. We'll have a more streamlined approach for the production of the later NES version (in a shell), so we should be able to make more of those under a more predictable timeline.
  11. In celebration of the upcoming Famicom release, I've created a new Slow Mole trailer with some more claymation: And I guess I have to thank those who were hesitant about handling a naked PCB for the inspiration... But fear not, there will be an NES version in a shell too.
  12. Slow Mole cartridge for Famicom. We're sending a few of these out for review and testing (send me a message if you're a reviewer and like to take part). This is essentially the look of the upcoming limited Famicom release, though we are still testing out different LEDs. Patrons will get the chance to order first. Another way we are going to distribute these is as rewards on Itch.io, so one way to make sure you get one (besides Patreon) is to make a small donation when downloading there. That will serve as an advance payment and make it easier for us to contact you (Itch.io provides contact info to us for all who are listed as buyers). Note, that this is the naked PCB version for Famicom. A version in a shell is in the works for NES and possibly a more conventional Famicom version later on. We will of course also offer some kind of warranty (more details later), but with proper ground planes and modern component level ESD-protection, we feel handling this PCB version is perfectly safe, those features aren't commonly found in old Famicom games. This has been designed by a highly experienced engineer according to the highest standards with proper 5V-components. Links: https://www.patreon.com/erikrosenlund https://slowmoledev.itch.io/slow-mole
  13. I won't go into any technical details yet, as I'm not the hardware designer. We'll be completely upfront about what you're getting if you choose to order the Famicom version. We expect the new prototypes shortly. I had a blast designing the gold artwork for the PCB and am really looking forward to seeing it and sharing footage of it running in all manor of NES/Famicom consoles and clones. And of course, there will also be an NES version with transparent shells coming a little later (the details regarding that are still being sorted, but expect an upcoming announcement). That will also feature similar artwork (just less prominent since it's in a shell). So if you are more comfortable with that or just prefer an NES version, go for that one instead.
  14. We don't believe either of those things will be an issue. Rest assured this will be tested thoroughly, but the cart is meant to withstand both those scenarios.
  15. Well actually, for the first limited Famicom-only release we're planning to go with a naked PCB, because we think it will look nicer. But, we're also in plans for making an NES version with a translucent shell. But that'll be a little later most likely. So if you want a shell, we recommend that version.
  16. We've landed on a design for the upcoming Famicom cartridge. Imagine this in gold on a black PCB. We're making a small test run based on this second prototype that will also serve as review copies. The final design might still see some adjustments. Once we're confident everything looks exactly as we want it to, we'll be ready to take orders.
  17. Currently working on the cartridge design. I expect to share some news shortly. Meanwhile, the first review I've seen is up: https://www.retrorgb.com/new-free-nes-game-slow-mole-released.html
  18. Well, usually it's hard to know. Unless they respond to an email or a tweet you often don't know how they find it. I mainly use emails and Twitter, but messages on FB can also work sometimes. I've had a lot of practice marketing and selling my films but it's still very difficult. EDIT: My short films are on my YouTube channel: https://www.youtube.com/user/Checkoofilm
  19. Thank you! A lot of work trying to market the game. So happy someone picked it up!
  20. Ok, now I sort of have to pinch myself, but NintendoLife actually picked it up! https://www.nintendolife.com/news/2021/07/slow_mole_is_a_new_and_free_nes_platformer_cartridge_version_incoming
  21. Well played indeed!! If you're into speedrunning you can have a go at Zorilla33's record: https://www.speedrun.com/slow_mole But the cartridge version is under way! SlowMole+ is also coming later, with more challenge levels and more secrets!
  22. There are 3 difficulty levels: easier, normal and hard (well there is an extra easy mode too, but that requires a cheat). The skull flag means hard, same as going through the -1 portal after normal. (If you beat it on easier -1 takes you to normal.) Difficulty just affects the timer, but reduced timer means you often need different strategy to beat it. The challenge levels are also affected so you can play them either in normal or hard. I tried different algorithms for unlocking the challenge levels in normal, since I felt that unless you really mastered the game they're more of a punishment than a reward. If you just barely manage to beat the game I'd rather have the player feel that moment of triumph. But I also didn't want something that punishes playing around and experimentation, like counting deaths or collecting bonus seconds would.
  23. Yes, but if they unlocked right away when you beat it on normal, that means the game thought you played well!
  24. Thanks! Yes, because of demand, we are planning to make a limited run of this version of the game for Famicom. It will look similar but nicer than the prototype in the clip above. I'll get back to you regarding details and how to order it. Oh I love Taiwan! I was at the Golden Horse Film Festival once...
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