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Doki Doki world is in panic! Their Dream Ruby was stolen by some monstrous beast! Mario, Luigi, Toad and Peach - who were there on vacation - offer their help to the king of Doki Doki.

An SMBX game that is a blend of SMW and SMB2. It tends to lean more on the SMW side. It's not quite as hard as we thought it would be!

W1: Grassy Rapids
W2: Lava Underground
W3: Dark Forest
W4: Rocky Tundra
W5: Sky Kingdom
W6: Dessert Desert


This game requires the SMBX engine to play. Please download the engine from here:
DOWNLOAD

-Extract the game from 'superdoki.rar' and place the 'superdoki' folder into SMBX's 'Worlds' folder.
-Start SMBX and select Start Game.
-From SMBX's menu go One/Two Player and select Super Doki Doki World from the scenarios list.

Latest Blog

Various Tidbits!

Alright, so Super Doki Doki World is complete! Thanks to everyone who played the demos and are continuing to offer feedback: it's very appreciated!

Final Version
...but there are still a bunch of little things that haven't been addressed due to Nagademo time constraints, such as graphical fixes, a few cheap shots, a couple of NPCs that should have respawn points so the player doesn't get trapped, etc. But it's mostly minor stuff! We'll take a look at that stuff this week. If you have any suggestions for tweaks to the levels, feel free to offer them: I know nin8halos already mentioned a few things that we'll need to look at. Y'all are basically our testers on this one! (Mainly because it took us up to the night of June 30th to pull it together, haha.)

Guesses?
So I was thinking: does anyone want to take a crack at who designed each level? Some of them were collaborations, but most aren't. That was one of the fun things about Mario vs. the Moon Base: as a tester, I tried to figure out who designed what level. I got a few right, but it was pretty tough.

SMB2 mechanics
I came to really appreciate the SMB2 throwing mechanics during the creation of this game. It adds so much more action to the levels, as long as there aren't any cheap tricks along the way. One of the tricky things was making sure that bombs were throwable by all characters, since Mario/Luigi and Peach/Toad have different "throwing motions". Another big challenge was implementing locks and keys, because they can mess up the pacing of a level and force the checkpoint to be either too early or too late in a level.

Red Coin segments
One thing I noticed is that our later levels didn't feature as many red coin bonuses as the early levels. This was partially intentional (at least in my levels) because I wanted the emphasis to be on the challenge at that point. In hindsight, another red coin segment or two might've worked in Worlds 5 and 6. Perhaps one such segment should be added to the flying shoe area of Climbing Climbing Beanstalks? And maybe another segment during the maze of Twisty Twisty Tomb? Hmm...

Posts

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Deckiller
We are going to die, and that makes us the lucky ones. Most people are never going to die because they are never going to be born.
15597
author=KingZylo
Looks fun looking forward to this.


Thanks! We'll be updating this page considerably over the coming weeks.
You guys have a proposed release date for this yet?
Not yet. We hope to have a demo of the first 2 worlds at least in the coming weeks.
Deckiller
We are going to die, and that makes us the lucky ones. Most people are never going to die because they are never going to be born.
15597
I can't wait to develop more of this game!
I'm definitely looking forward to this too, especially with the pedigree of developers working on it! Looks awesome so far!
Deckiller
We are going to die, and that makes us the lucky ones. Most people are never going to die because they are never going to be born.
15597
author=nesfreak64
I'm definitely looking forward to this too, especially with the pedigree of developers working on it! Looks awesome so far!


Thanks :)
First of all, the CSS is really awesome.
Secondly, this looks great. Subscribed, and can't wait to see a demo out.
I know people hate it when I review demo's... but I think I'm gonna have a few words on this one.
That seems ominous...
Deckiller
We are going to die, and that makes us the lucky ones. Most people are never going to die because they are never going to be born.
15597
Indeed it does.
A great game so far.
The first 2 worlds seemed interesting.
Keep it up!
Deckiller
We are going to die, and that makes us the lucky ones. Most people are never going to die because they are never going to be born.
15597
author=Davenport
A great game so far.
The first 2 worlds seemed interesting.
Keep it up!


Thanks, Davenport - feel free to offer detailed feedback on what you think of the levels.
Great work so far, and I'll be honest, a bit more difficult then Mario vs The Moon Base, at least compared with the first twelve levels. It reminds me that I have a lot of work to do on my own Mario game!

I've also got to say, it's interesting seeing enemies that aren't in SMBX to begin with, such as the chucks in stage one, and the boss of 1-6. The levels are nice and varied too!

When you fight Birdo in the first world though, grabbing the crystal may make you die, without any penalty, but I thought you should know. There's also a section of level (can't remember which offhand) where you leave a underwater part of a level and emerge from a pipe in a pool with no water effect.

I'll admit though, doing water in non underwater sections of levels in SMBX can be tedious.

Anyways, awesome work so far, can't wait to play more!
Deckiller
We are going to die, and that makes us the lucky ones. Most people are never going to die because they are never going to be born.
15597
author=nesfreak64
Great work so far, and I'll be honest, a bit more difficult then Mario vs The Moon Base, at least compared with the first twelve levels. It reminds me that I have a lot of work to do on my own Mario game!

I've also got to say, it's interesting seeing enemies that aren't in SMBX to begin with, such as the chucks in stage one, and the boss of 1-6. The levels are nice and varied too!

When you fight Birdo in the first world though, grabbing the crystal may make you die, without any penalty, but I thought you should know. There's also a section of level (can't remember which offhand) where you leave a underwater part of a level and emerge from a pipe in a pool with no water effect.

I'll admit though, doing water in non underwater sections of levels in SMBX can be tedious.

Anyways, awesome work so far, can't wait to play more!

Thanks - I noticed that when I ran up and grabbed the crystal. I'll have to fix that!

Kentona added the non-SMBX enemies :D
I submitted my review, it's in pending now.
author=nesfreak64
Great work so far, and I'll be honest, a bit more difficult then Mario vs The Moon Base, at least compared with the first twelve levels. It reminds me that I have a lot of work to do on my own Mario game!

I've also got to say, it's interesting seeing enemies that aren't in SMBX to begin with, such as the chucks in stage one, and the boss of 1-6. The levels are nice and varied too!

When you fight Birdo in the first world though, grabbing the crystal may make you die, without any penalty, but I thought you should know. There's also a section of level (can't remember which offhand) where you leave a underwater part of a level and emerge from a pipe in a pool with no water effect.

I'll admit though, doing water in non underwater sections of levels in SMBX can be tedious.

Anyways, awesome work so far, can't wait to play more!


nesfreak has pretty much summed it up for ya.
Deckiller
We are going to die, and that makes us the lucky ones. Most people are never going to die because they are never going to be born.
15597
Great - looking forward to reading it.
Deckiller
We are going to die, and that makes us the lucky ones. Most people are never going to die because they are never going to be born.
15597
author=trentinxd
this looks fun trying it now


Nice - tell us what you think!
Welldone =D
I look foward to playing the final version.
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