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Mannux is a futuristic platformer that draws inspiration from the likes of Metroid and the 2D Castlevania games. Features an automap, working enemies, wall jumping, saving, and more. Set aboard an abandoned research station in orbit around a far-off planet, the main hero Tabitha Maddox must investigate just what has been happening there, as well as what is beginning to happen to her...

Was on hiatus for some time, but recently resumed development using the ika engine. Depending on ambition I might look into pyglet or other options to increase the number of platforms available, but for now the main goal is to increase the amount of content in the game; maps, environment interaction, story and events are on the way. The original artist, Corey, is contributing assets again, so we will see what we can come up with!

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It's been a while since I've posted here, but a wave of inspiration has hit me and I'm working on the game once more, this time for good. Part of it may have been from playing the truly fantastic Metroid 2 remake demo at http://metroid2remake.blogspot.com.ar/, seriously check it out! Corey is spriting again, adding some new frames for Tabby using a computer, and soon we plan on adding ledge grabbing and dashing abilities as well.

I have cleaned up the code a good bit and added in fully configurable keyboard and gamepad controls. Tabby's physics have been tweaked, she's no longer as fast and floaty and should be easier to control. Water physics have also been added.

Next up on my todo list are making events/cutscenes into the engine and finally getting platforms and entity collisions working 100%. I also want to add in at least a couple more enemy types. Once that is done I'll be comfortable enough to release a feature preview demo, to gather feedback for a more full blown release.

Maps are still the limiting factor on content, and though I am starting to get some help in that area, if anyone feels comfortable enough in ikaMap's editor to help me out I certainly won't turn down the offer! Anyone truly interested in the development of this game should check out https://code.google.com/p/mannux/, the wiki contains a preliminary mapping guide and additional design ideas. I still have to fully flesh out the remainder of the game world, paths, order of items, etc. But the pieces are coming together at last... :)

(Sorry for the formatting of this post, apparantly my phone eats line breaks for breakfast. Will fix when I'm back at a computer)
  • Production
  • Hatch
  • ika
  • Action Platformer
  • 07/12/2010 01:58 AM
  • 11/05/2016 11:51 PM
  • N/A
  • 48648
  • 29
  • 488


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I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
I've always wanted to play this game ):

this looks really good.

edit: Messed around in the demo some, it looks and plays very well, but it took a bit to get used to how slippery everything was. Also, when I fell off of a platform, I could do another jump in midair. Don't know if that was intentional or not!
Just downloaded and started this up... it is a MOST excellent demo..! Could you write a lil' walkthrough or atleast a controls guide... kept feeling like I didn't know how to interact with most things...

Btw, is the door to the RIGHT of your ship supposed to be openable..?
puking up frothing vitriolic sarcastic spittle
I was expecting more from a demo, but what you've got is really slick.

but it took a bit to get used to how slippery everything was

So much this.
Incredible. Loved it.

Who did the graphics?
Resident Terrapin
I shall play this
WHOA wow wow. two tails? that is a sexy idea...
the graphics are out of this world!
Thanks for the feedback everyone! The graphics were made by Corey, who unfortunately isn't in the game making community anymore.. Hopefully I can get a hold of him again sometime. Much of the code is mine, but WIP, andy, and others contributed to it as well. I know the physics are a little floaty right now. I'm planning on redoing a bunch of the code since a lot of it is pretty old. Right now this is more of a feature demonstration than anything else.

Right now you press up to interact with things, but the only thing you really can right now is with the save room. The door to the right of the ship will eventually be openable but currently it's locked. What's behind it? You'll have to wait until the next demo to find out. ;)
Forgot to add earlier: When I picked up the stat increase item in the secret area I jumped down to around 5 FPS while the HP and energy bars grew.

I'll be watching this game, I love a good metroidvania. :)
an aristocrat of rpgmaker culture
woaaah looks bitchin'
is it too late for ironhide facepalm
holy crap i love this
Corey sounds so familiar....
But wow subscribed :D
There are a few major bugs with the save system, namely the map isn't saved and when you re-enter the docking bay the intro cinematic plays and the camera reappears where she would be if she had just stepped out (which was a problem, since I was in fact in the top-left corner). Exiting and reentering the map reset the camera, luckily.

edit: amazing game though, gorgeous to the max =)
Thanks, for the feedback. Don't worry, I am aware of the bugs in the save system and it is being redone. Glad you enjoyed the game so far! My priority right now once the major bugs are fixed is to add more content and give more to do :)
Max McGee
with sorrow down past the fence
wish my computer'd let me play ika games
Why can't your computer play ika games?
The graphical style is awesome and I'll be looking back at this game's graphics (especially the tilesets) in the future when I move onto my next project. I hope Corey comes back to the project when it's in full swing again.

Keep 'em comming Hatch. Ika needs more games like yours.
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