Update (4/9/2025)
List of changes:
-Added a high score system
-Score also now no longer completely resets when you die, but is halved and rounded down to the nearest 10 points (so 150 points would become 70)
-Added a settings menu
-Settings and high score will persist even through sessions
-Slightly reworked color palette (Mostly desaturating and shifting more of the colors towards blue/purple), as well as adding a red tone to the palette
-Reworked a handful of levels
-Added an extra secret level
-Reworked and redesigned the world 1 boss fight
-Boss now has both a visual and audio indicator for charge attack
-Added a wall sliding animation to the player to make state more clear
-Wall jump now has a small amount of freeze frames to allow players to better prepare their next move
-Ground pound and boss charge attack now have a small amount of screen shake
-There is also an option to disable this in the settings
-Ground pound can now be cancelled into a wall jump
-Float now has a secondary visual indicator
-Added a second jump input to controllers through the right button
-Powered state is now an actual collectable power-up with new properties, no longer refreshes at the beginning of every level
-Updated the title screen to better convey the unpowered version of the player as the default
-Added an optional warp in 1-A that will take you to the start of 1-3
-Added a few new sound effects, such as when you turn around or ground pound
-Reworked some existing sound effects, such as adding more of an echo to the bell
-Defeat fanfare has been changed
-Victory fanfare has been changed
-Remade forest/plains theme
-Altered some timings on fadeins and fadeouts
-Timer will also now start to blink if it falls below 100
-Fixed a bug where enemy death animations would play even when game was paused
-Fixed a bug where wall jump velocity was incorrectly calculated, now works as originally intended
-Fixed a bug where players could still navigate menu options during fadeins and fadeouts
-Fixed a bug where player death sound effect wouldn't play if player was floating when they died
-Fixed a bug where player could wall jump off non-solid platforms
-Fixed a bug where dying on the same frame you defeat the boss would crash the game (I think its fixed, it should be but this is hard to test)
-Fixed a bug where moving platforms would inconsistently effect jump height when leaving them (momentum is cool but it was way too inconsistent to be usable for anything)
Files
Get Hollow Moon (Demo)
Hollow Moon (Demo)
GBC styled and SMB1 inspired 2D platformer using Peach's movement as a mechanical foundation
Status | In development |
Author | OnlySmiles |
Genre | Platformer |
Tags | 2D, 8-Bit, Arcade, Game Boy, Gothic, Indie, No AI, Pixel Art, Retro, Side Scroller |
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