Soundtrack from the game Superhero League of Hoboken I uploaded to Youtube back in 2011 for preservation and people's enjoyment. At the time the game was considered abandonware but it looks like its copyright issues were resolved around 2019. Not my music, just a fan.
This is the opening/menu theme used in my game Mazes and Labyrinths. It was important to me that the introductory song summarized the mood of the entire game as best as it could. As a result it was, funnily enough, one of the last tracks I composed despite it being the first song every player is expected to hear. The theme is ultimately rather bouncy, but I did try and hint at some of the ways the tone shifts throughout the game (contrast some of the arcade style pacing and simple art to the more stressful late game difficulty) in order to capture the totality of the game.
Itch: https://onlinevideosurfer.itch.io/mazes-and-labyrinth
Steam: https://store.steampowered.com/app/2641230/Mazes_and_Labyrinths/
Comedy comes in threes and Heather has picked up on Silent Hill's sick sense of humor.
Quickly made this for reference after commenting on Boofcans recent Silent Hill 3 video on Youtube. My hope is to give a little more context to these scenes that is sometimes missed by fans. Team Silent had a sense for where horror and bad comedy intersect.
Clips originally recorded by LongPlayArchive.
https://www.youtube.com/watch?v=UU_nKJZnyDs
Chapters:
00:00 Opening
00:10 Haunted House
01:06 Vincent
02:25 Ending
During playtesting I found this was the first level that would stump non-gamers and inexperienced gamers. In that sense this might be the first level that's not a true tutorial.
Download Mazes and Labyrinths for free at:
Itch: https://onlinevideosurfer.itch.io/mazes-and-labyrinth
Steam: https://store.steampowered.com/app/2641230/Mazes_and_Labyrinths/
Chapters:
00:00 Droia's Tips
00:14 Normal Solution
00:33 Medal Solution
The remade optional Ghost House in Forest of Illusion. Ghosts become both friend and foe as boos hiding as blocks provide the only paths for passing through the level, where their positions must be lured and manipulated in order to cross safely. The infinite eeries that come later only add to the problems. This video shows the path to Forest of Illusion 4.
These videos are reuploads showcasing my Mario World rom hack that I distributed in the early 2000s and shared on Youtube in 2008-2009. The video quality reflects the era. For anyone that wishes to play it I have more information available in the description.
Soundtrack from the game Superhero League of Hoboken I uploaded to Youtube back in 2011 for preservation and people's enjoyment. At the time the game was considered abandonware but it looks like its copyright issues were resolved around 2019. Not my music, just a fan.
This one is difficult. For this level you need to leap quadrant to quadrant using your hijack power. With a limited "supply" of tralls and munchers for most of the platforms, combined with the pressure plates giving you limited room to maneuver, the challenge is efficiently planning your route so you don't find yourself stranded as you collect the two keys.
I go back and forth on whether or not I went too far with this medal. There is a lot of waiting, and if even one of your shots are poorly timed you can easily lose the level. If there was that much waiting in the normal exit it would be unacceptable in my opinion. However, as I hinted at in Droia's Tips, if the normal solution is about creating elegant solutions to complex puzzles, the medals are often about breaking the game to force a solution, tinkering and testing and doing everything possible to see if you found an oversight that I overlooked. This is a game inspired in part by childish creativity, reflected in its aesthetics and level design alike, and pushing boundaries and limits is an essential part of that young creativity. So I guess this is my way of saying I don't mind the player waiting a bit on a muncher cycle if it means you're trying to outsmart me to win.
Download Mazes and Labyrinths for free at:
Itch: https://onlinevideosurfer.itch.io/mazes-and-labyrinth
Steam: https://store.steampowered.com/app/2641230/Mazes_and_Labyrinths/
Chapters:
00:00 Droia's Tips
00:14 Normal Solution
00:51 Medal Solution
The first level to introduce the trifliens. This level functions as a kind of tutorial so you can observe how they evade your movements in a stage that has little risk of death.
There are a lot of complexities to triflien movement that cannot be summarized in an Odysee description, especially once you start creating levels that have wide open locations, screen wrapping pathways, switches that you flip on and off while the triflien is moving, and other complex mechanisms that could so easily trip up their pathfinding. However, for most of the levels there are a few tips that can help you understand how they will try to navigate a maze.
1. First, it helps to understand that a triflien "sees" the maze as if they're a participant in a 3D maze. They lack a bird's eye view like the player. This matters when they decide which tunnels they choose to run through. If a path visibly leads only to a dead-end, they will try and avoid it. However, if a path has branching tunnels within it, they may try to run to that intersection when forced to flee.
2. When the player falls into a triflien's line of sight, they will begin their pathfinding algorithm by determining what direction you are coming from relative to their position. Let's say you are coming from below them. They will then compare your X coordinate to their X coordinate. If they are further to the right of the screen than you, their first target choice will be to will run to the right. If they are more to the left, they will pick left as the first potential target. You can also imagine complementary pathfinding if you approach above them. They will also do a similar check if you approach from their left or right, except comparing the Y coordinates instead of the X coordinates.
3. Continuing the above example, if the first target to their right is blocked off or leads to a dead-end, then they will try to run to the left. If the left is blocked off or a dead-end, then they will try to go up. If that path is blocked off or a dead-end, then they will cycle again through the right, left, and upward directions again and will run down the first available tunnel even if it is a dead-end. If there are no tunnels for them to run down, then they are effectively trapped and will give up.
4. Finally, they will only try to evade the player. They will not evade other enemies or projectiles.
Now I have simplified this behavior and removed a lot of edge cases. But this is a good start in understanding their general behavior and pathfinding algorithm.
Download Mazes and Labyrinths for free at:
Itch: https://onlinevideosurfer.itch.io/mazes-and-labyrinth
Steam: https://store.steampowered.com/app/2641230/Mazes_and_Labyrinths/
Chapters:
00:00 Droia's Tips
00:14 Normal Solution
00:34 Medal Solution
Soundtrack from the game Superhero League of Hoboken I uploaded to Youtube back in 2011 for preservation and people's enjoyment. At the time the game was considered abandonware but it looks like its copyright issues were resolved around 2019. Not my music, just a fan.
The theme for the second, darkened overworld as you approach the Omniety's lair in Mazes and Labyrinths. While far more tense and less hopeful compared to the first overworld track, there is also far more finality and clarity to it. You're in the enemy's land, you've made it this far. You're either going to win or you're not.
Itch: https://onlinevideosurfer.itch.io/mazes-and-labyrinth
Steam: https://store.steampowered.com/app/2641230/Mazes_and_Labyrinths/