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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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I honestly can't remember! Probably though... I mean, SMW used red for secrets and this game is half-inspired by SMW. I remember having a lot of fun MAKING the world maps! Thanks for playing.
The pie was a lie. I left the final area and didnt see any pies or rolling credits. This pack is overall easy, especially with unlimited free mushrooms for the final boss. Level design is pretty good, each level has its own theme and thats fun. Not sure if the red levels had other exits. This is a pretty good world.
Decky
I'm a dog pirate
19645
oh man I remember this.
...we promised an enhanced version?
I apologize for the bump, but is the enhanced version ever coming? I've downloaded this two years ago, and I loved how it (flagrantly, at that) showed off how SMBX can make "combo" games. In fact, I actually included it, along with RMNB2 and Subcon Stars in a pack of 8 episodes I sent an IRL pal about one or two years back.
Decky
I'm a dog pirate
19645
Haha, some of the exploits you found were inserted intentionally...others, not so much!

(We should've added a hidden 1-up at the end of Viny Viny Vases since that's my favorite exploit in the game)
Just finished! Uploading the final vids right now.

The game was kind of...
awesome :3
Decky
I'm a dog pirate
19645
Haha, thanks - and we'll go ahead and amend that warning. "It wasn't as hard as we thought!"
Isrieri
"My father told me this would happen."
6155
Just finished this a while ago. I have to say when I saw "Not for the weak of heart!" I had my expectations raised. But when I found out the game's on the easy side, I must say I was a bit disappointed.

...No wait, its not easy. Its normal. I'm too used to my own games. Plus playing Ninja Gaiden 2 hadn't helped either. XD

Still. Fantastic stuff. If you get rid of that warning in the profile you might draw more people to play.
author=kentona
author=nin8halos
author=kentona
Nope, there isn't. Intentionally. You have to be in the "dark mode" of the level to progress past that point.
And if you're in the "light mode" you can get stuck there and will have to quit the game and restart.
http://rpgmaker.net/users/kentona/locker/31_Tall_Tall_Treetops.rar
Ha! We missed that one. Here's a quick fix. Deck is working on a bugfix version.


Yeah, that was the issue. If you happen to go that way around in Light mode, you get stuck. It's not even one of those "well, you saw you were gonna get stuck" places. It got me by surprise haha I seem to remember that being a dead end in Dark mode, too o.O I'm sure I'll figure it out when I try again. I uploaded Part 5 of my Let's Try to youtube, I should go and add that as Media.

I had some very random inspiration today and am working on a new SMBX project xD A small one. So I put this on hold.
author=nin8halos
author=kentona
Nope, there isn't. Intentionally. You have to be in the "dark mode" of the level to progress past that point.
And if you're in the "light mode" you can get stuck there and will have to quit the game and restart.


http://rpgmaker.net/users/kentona/locker/31_Tall_Tall_Treetops.rar
Ha! We missed that one. Here's a quick fix. Deck is working on a bugfix version.
author=kentona
Nope, there isn't. Intentionally. You have to be in the "dark mode" of the level to progress past that point.

And if you're in the "light mode" you can get stuck there and will have to quit the game and restart.
Nope, there isn't. Intentionally. You have to be in the "dark mode" of the level to progress past that point.
Nope, the only space left for me to explore that isn't shown in the screenshot is a bit more of the bridge at the very top. It's closed off, though, with no way to go down. The only way to get out is by jumping over the rock Peach is facing in the screenshot. There are were no items or blocks or anything to help me boost up.
Decky
I'm a dog pirate
19645
You can backtrack...I think. The dark version adds a vine there. That's Kentona's level; he'd know :D
author=Deckiller
The darker path may sometimes be wiser.


I can't get to the switch from there. That jump should be one tile down.
I also got stuck there once. Had to restart the level. Wasn't fun.
Decky
I'm a dog pirate
19645
The darker path may sometimes be wiser.
After some fiddling, I discovered it was the custom MP3. Maybe because it's fairly large, almost 5mb. I changed the music on each section and the level runs smooth now.

D'oh >.> I got stuck in this level.

Let me know what you find! I am curious as to what could be making it lag.
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