Carrot Man and The Great Garden Getaway
Interstellar radiation causes the β-Carotene of a simple garden carrot to mutate rapidly. Confronted with sentience, Carrot Man leaps into action and must escape from this allotment of terror!

This game is intended to be an action-platformer with an emphasis on athletics. Run, jump and wall-jump your way to freedom avoiding pitfalls along the way.

Scope creep got me massively, so there isn't as much "game" here as I would have liked, so apologies upfront on how short the final offering is!

Instructions

  • Play above in the embedded instance of Emulator.js
  • Or download the region appropriate ROM down below and use on your emulator or flash cart of preference

Controls

  • D-Pad - Movement
  • A - Jump
  • B - Run
  • Left Shoulder - Hold to wall-grab

Notes

  • Built entirely in 65816 Assembly using WLA-DX
  • First title made using my custom SNITCH Library (Super Nintendo Integrated Tool CHain)
  • SNITCH might get a later release itself, but just finishing what little game I have here really showed me the gap between where it is and a suitable product to put out there!
  • Lots of bugs, please report them!
  • Not a lot of content, please give feedback!

Credits / Special Thanks

StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Authorjwrayth
GenrePlatformer
Tags16-bit, 2D, carrot, Pixel Art, Retro, sfc, Singleplayer, snes
Average sessionA few seconds
LanguagesEnglish
InputsGamepad (any)

Download

Download
CarrotMan0-ntsc.smc 256 kB
Download
CarrotMan0-pal.smc 256 kB

Comments

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I don't know what i have done, but i'm stuck in the middle of the obstacle :(

Thanks for reporting this! If you see it again, can you grab a save-state and let me know what emulator was being used? 

I'm in the process of improving my collision detection to allow for better physics, and catching bugs like this is part of it.

(+1)

Love it!  That mode 7 garden path view is absolutely spectacular, well worth the many hours I'm sure it took to figure out the registers! Would play a lot more when there is a lot more! 

-Didn't have a problem with the jump personally using a snes pad. I liked the physics, had a nice floaty feel.

-Not that keen on a shoulder button doing the heavy lifting for anything however, would have preferred a face button. But maybe that's just me.

Thanks for taking the time to play!

I think it feels particularly difficult on Emulator.js on keyboard. Something seems slightly off making the wall grab much harder there.

Feedback elsewhere about the wall grab on shoulder was similar. I think fluidity would be improved by allowing hold DPAD in the wall direction to do a wall slide, and then L is reserved for a wall-grab, to hold in place. That ties in with the desire to have a projectile power-up that you can aim when wall-grabbing (so hold L to stay in place, and use D-PAD to aim)

A cut feature was to be able to pull items as well as push them, and L is intended for that too. I got the physics working (which if you go left from Player start you can see, if you haven't tried that!).

(+1)

Decent game, I like the character design, and I like the backround. I did wish the characters jumped higher though because the character does not jump high enough to get to the next platform. And when I tried wall jumping, I got stuck in the wall. Other than that it is a a decent game. I think if I had SNES controller, it would honestly be easier but as I dont and I just used my computer, I think that was the reason of me getting stuck in the wall.

(1 edit)

Thanks for taking the time to give feedback! The wall-jumping is much easier with a pad than using key-bindings. Emulator.js seems to also make it harder somehow, and I have to admit I didn't test on that until after I submitted.

The jump height changed many times across the jam! You can hold A to jump higher, but perhaps the additional impulse is too weak. I intended to re-tune it once I had more of my level layout implemented, but ultimately my time management was poor. There is actually an unfinished "high-jump", but more than half the time it glitches the player into the ground, so on the cutting room floor it went for the sake of the jam.

After the jam, I think I can probably address your two concerns

  • See if I can introduce some coyote-frames into the wall-grab, to make it easier for playing on emulators
  • Finish implementing the high-jump, and rebalance the level geometry to match the player athletics, along with tuning the normal jump.