728498 No.16803270
Bug Mario is a Paper Mario ripoff made because Nintendo refuses to make another Paper Mario RPG game and would probably fuck it up anyways if they tried. It came out around the tail end of last year and has had a demo out for a long while. While I'd say it's significantly shorter and less visually polished than Paper Mario, it makes up for it with gameplay. To differentiate itself from Paper Mario's combat the partner system is replaced with a three bug party where positioning, front, middle, or back, matters. The bug in front gets +1 attack, the back gets +1 defense, and there are a couple badges medals that boost defense for the front or back. However, the order of your bugs cannot be changed, and they must be rotated circularly. There is no defending option, only "do nothing", unless you equip the badge medal for it, and there's only two of that badge. You can relay turns to other bugs, however for each extra attack they make in the same turn their attack is reduced by 1 and each bug can only relay once per turn. The party is clearly divided into a tank, attacker, and buff/debuffer, but you're not strictly limited to using them this way and badges medals can easily change your strategy. The first few enemies in the game are those that are most clearly ripped off from Paper Mario as they were made early on before the devs got more original. The seedling is clearly a goomba and has a headbonk attack; the jellyshroom is clearly a blooper and floats in the same way; the inichas is clearly a koopa, has a rolling attack, and can be flipped on it's back to lower it's defense. A difference you might notice to increase the games difficulty is that the Inichas flips back over and attacks in the same turn, unlike koopas who would waste a turn flailing.
There are some quality of life improvements from the Paper Mario games. The warps are centralized to one area, and after a while there will be a shortcut NPC that allows you warp from that central area to a few nearby areas you may frequent. You have a list of accepted quests so you don't forget them, and while many are acceptable from quest boards anywhere there are a bunch that are started without the quest boards. There is a boss rush accessible mid way through the game where you can fight all bosses beaten thus far and you can access the hardest versions of bosses through it even if you haven't chosen to play on the hardest difficulty. However you can only rush either mini-bosses or regular bosses. Sadly, there are only a couple unique rewards from it for beating a few bosses in a row, and after that it's all currency and no trophy items. The badge medal shops have an option to reroll the available medals instead of having to leave town to reroll them. Berries are capped at 999, but there is a bank where you can store up to 10000 berries. Interest accrues every half hour by 3% and 6% once you first reach 500 berries in the bank.
Fair warning, the game is publised by Dangen Entertainment. Dangen's co-founder once went on Resetera to lament the presence of loli in Japan after spending time working there, though I have no archive. Though there's one moment in the post-game that has me convinced it's a lolicon undertone. There's also cap floating around supposedly of their official discksword requiring you to announce your pronouns. The game is only $20. There was a link to the game in the bunker share thread, but the thread is gone now. The game, version 1.0.3b, is on the vola for now. It's fairly small, a little over 200MB, just like an actual Gamecube game and was made in Unity. The latest patch out a few days ago, 1.0.4, has several gameplay affecting bugfixes. Saves are easily transferable
I've ripped all the game's sprites and made a few hundred394 apng animations with them, which I have put on the vola as a zip and will post a sampling of here. I will also put the zip(s) here as (a) hidden archive(s). Not all of them are great and some sprites had miscolored areas in the original sprites, not all of which I could be bothered to fix for animation. I was extremely biased in which sprites I animated and which animations I chose, and may make new animations if requested not that this is even hard or very time consuming. I don't know how to do any animations with 3D elements and avoided anything with multiple moving parts.
Finally, an archive of the last Fug Bables thread from cakechan. archive.is/udJmU
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728498 No.16803271
First chunk of apngs.
The game includes three difficulties.
>Normal(Easy)
>Basic enemy seedling deals 2 damage
>Blocking reduces this by 1 and super blocking allows you to entirely negate it
>Hard(Normal)
>The game is balanced for this
>Accessed by equipping a zero cost medal that's given to you at the beginning of the game
>The medal also increases exp gained, berries dropped, and items dropped
>Basic enemy seedling deals 3 damage, so perfectly blocking without block medals can only reduce its damage, not negate it
>Most enemies have increased health and attack, some increased defense, and some lowered health
>Some enemies have new behaviors, like fake-out attacks
>Hardest(Hard)
>Accessed and locked in by using a code when inputting your file name
>Exp, berry, and item benefits of the Hard Mode medal
>Basic seedling deals 4 damage, so perfectly super blocking can only reduce it's damage to that of what you'd take in Easy mode without blocking at all
>Most enemies have further increased health and attack
>Superblocking timing might be harder unsure
>Hard Mode medal and Hard Hits medal (which increases berries gain in exchange for -1 defense) become cosmetic gag medals
>Hard Mode medal is not required for rewards from Artis or Hard Mode achievements
There are several codes you can input when naming your file that can greatly increase replayability, if only you could entirely skip cutscenes instead of just fast forwarding text. Most, possibly all of them, can be found in the game, but you can use them immediately on a first playthrough. Caps are important and you can input multiple codes, up to all of them, at once.
>HARDEST
>Play on the game's real hard mode
>MYSTERY?
>Medals are randomized save for the Hard Mode medal and possibly the freeze extending medal
>RUIGEE
>"Luigi" mode
>Start with 4 MP and all medals cost 1MP to equip
>Gain no experience and must rank up by paying berries to Eetl once you start chapter 2, but berry gains are doubled
>Gain 1MP per rank and do not gain the few stat bonuses normally granted at some ranks
>FRAMEONE
>Superblocking only, regular timed blocks have no effect
>MOREFARM
>EXP required to rank up is increased significantly
>Synergizes with Luigi mode by slightly increasing the cost of ranking up
>PUSHROCK
>All PCs, NPCs, and enemies are Tangerin
>While cosmetic only at first glance, the effect this has on animations makes blocking significantly harder
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728498 No.16803273
Second chunk of apngs, and some samples.
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23145d No.16803332
YAH BUT LIKE WICH BUG WUD U FUG?
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728498 No.16803339
>>16803332
Madeleine. All day every day. Also, Vanessa and Jayde. I want a team comprised of these characters named Team Wasp Pussy.
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23145d No.16803364
>>16803339
Oh a real note I see anons have enjoyed the game but you said it wasn't as long? How many hours did it take you to beat?
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728498 No.16803385
>>16803364
>Start game to check
>Computer shuts down for the first time in three days
I have 88 hours, but can probably knock off about 35+ hours because I let it sit for two nights and let it idle a lot while doing other things in order to take advantage of the bank so I'd never have to farm berries. The first and final chapters are especially short compared to Paper Mario TTYD. I can't remember the first PM all that well, so I'm comparing to TTYD. The first chapter is some area outside the dungeon and then the dungeon. You practically start with the second party member and pick up the third during the dungeon. TTYD had a prologue section including the central hub town Rogue Port with side quests like the thief who steals half your money and you meeting your first partner, Goombella. Then you go through the sewers a bit before fighting the prologue boss, the giant blooper. Then when you take the pipe to the next region the first chapter starts. That first chapter includes the koopa town, the surrounding region, a detour just to unlock the path to the main dungeon, and the main dungeon. There's a chapter for each of the 7 stars, and then there's another chapter Maybe it was called Epilogue instead of chapter 8, I can't recall. for the final dungeon that those stars unlock and it's a fairly long final dungeon. In Bug Fables, chapter 7 is entirely the final dungeon and it's very short. There's a post game, but there's only a few quests available through it. There's a few optional areas. They're not much, but they're okay.
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2d743b No.16803390
>>16803270
>Nintendo refuses to make another Paper Mario RPG
Nintendo's excuse was that Mario & Luigi RPGs already fill the Mario RPG role. This was before Alpha Dream closed down.
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6b7d59 No.16803403
>>16803364
About 42 hours to 100% it blind using in game knowledge only except recipes. If you werent an autist probably about 20 hours blind, maybe 8 to 10 on a replay
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89153e No.16803448
But why would you want to rip off something so shitty instead of something good (IE literally anything else)?
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728498 No.16803464
>>16803364
>>16803385
>>16803403
I'd like to add that while the game is fairly short, there's more enemy variety. It has 90 enemies including bosses with no pallette swaps and some variations on types. TTYD has 120ish enemies with tons of low effort pallette swapping and tattle log padding through repeated bosses/minibosses and shit like seperate tattle info for different segments of large bosses. Bug Mario also didn't copy paste NPCs very much, mostly just guards.
>>16803390
I only ever played Superstar Saga. It was great. But the series name forces the devs to work with Mario and Luigi as a pair, and thus eventually limits creativity since you can't do things like have a variety of colorful party members each serving a unique role. You could really tell the creativity was running out and they were getting desperate when they made Paper Jam. They really really wanted to have more characters in the main party than just Mario and Luigi, but all they could do was add more Mario and Luigi, ''something they already did 10 years ago with Partners in Time."
>>16803448
Right. They should have been ripping of masterpieces, like Color Splash and Sticker Star.
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89153e No.16803469
>>16803464
>YOU DON'T LIKE TTYD? YOU MUST LOVE COLOR SPLASH
It's possible to think both are mediocre games for different reason.
Seriously, indies were supposed to exist because AAAs were no longer making creative, original games. This just once again proves that indies have even less originality than the average AAA, and worse still, they can't even pick a good game to rip off.
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728498 No.16803481
>>16803469
>>YOU DON'T LIKE TTYD? YOU MUST LOVE COLOR SPLASH
>It's possible to think both are mediocre games for different reason.
What are you on about? Are you trying to be some hipsterfag and pretend good games like Color Splash are shit?
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1003be No.16803506
>>16803469
>Seriously, indies were supposed to exist because
'Indie' is a marketing term, they're products sold for profit, not much different from any other corporate product.
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89153e No.16803514
>>16803506
Oh of course. But I do remember the late 00s with thousands of retards, both on cuckchan at the time and in the mainstream, jerking off the up and coming indie scene and saying
>AAAs can only produce brown shitty shooters like Call of Duty! Look at Cave Story! Indie developers will save us and make original games!
Never fucking happened and never will. Really, it got only worse with Kikestarter.
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1d8046 No.16803519
>>16803469
What don't you like about gaper mario. Elaborate.
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89153e No.16803542
>>16803519
TTYD in particular, since that's the one that most people jerk that one off the hardest. The gameplay is quite mediocre, giving you very few options for what to do in battle and making every battle play out the same. Where something like the Mario and Luigi games, every enemy has unique attacks that you need to block in unique ways, you just have to time the attack and press A in TTYD. Same thing in gameplay but loses a ton in presentation and makes the battles seem a lot more bland.
The music is forgettable except for two songs, the party members are one note with one-dimensional characters, the locations aren't anything special, the story is as generic as any Mario Platformer, the backtracking is insufferable, the humor is even worse and somehow.
Color Splash really does creative shit with the paper aesthetic, it's pretty much the only good thing it does. Original PM, while it doesn't really look like paper, its artstyle isn't horrible either, at least it stands out. But TTYD's pisses me off, it's ugly as shit and I think it's probably because the environments and not the artstyle itself.
I don't get why anyone jerks this piece of shit off so much, it just seems to confirm my theory of Gamecubefags liking Gamecube games because that's what they grew up with.
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6b7d59 No.16803571
>>16803519
Gaper Mario had too much Mario and not enough koopa and monster focus
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1003be No.16803592
>>16803514
What, they still do that, the only thing that progressed beyond that is that Kikestarter made people leery of throwing money at people.
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1003be No.16803602
>>16803542
That's a lot of people, they'll talk up functional software they played when they were a kid because they were happier when they were younger. Whenever I look at longplays on on youtube it's always "my memories, good times, what a good game, nothing beats the classics" with shit they played as kids.
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0795e5 No.16803654
Wasn't this thread already deleted?
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728498 No.16803661
>>16803654
That was because I was a retarded autist that was dumping all my apngs manually five at a time. I made the thread again on cakechan, but Mark deleted that one without reason.
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2d743b No.16803667
>>16803514
>Look at Cave Story! Indie developers will save us and make original games!
>Look at Cave Story!
The Japanese indie scene is leagues and bounds better than the poisoned Western indie scene. You can't compare Japanese indie with Western indie.
Fun fact: Japanese indie games like Cave Story are called "Doujinsoft" and I rather "Doujinsoft" get a separate category from "Indie".
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1003be No.16803687
>>16803667
Cave Story is over a decade old at this point, I haven't seen too much 'doujinsoft' that isn't just plain mediocre, and the products that aren't are commercially published on Steam or dlsite nowadays anyways. Most of the well-made ones are just doujin wank games instead of doujinsoft.
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1003be No.16803689
>>16803687
By all means I'd love to see more better doujinsoft but I'm oblivious to if there is any or not instead of shitty Toohoo/gatcha fangames.
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ddeb85 No.16803803
>>16803667
doujinsoft is literally just moonspeak for indie game
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2d743b No.16803812
>>16803803
Anime is also moonspeak for cartoons. What's your point?
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a10103 No.16803820
I really like combat systems based around +/-1 or maybe +/-3 (for really powerful things) a lot more than the JRPG 999999999999 damage nonsense. At that point it's hardly even satisfying anymore.
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1003be No.16804004
>>16803812
The point is that it isn't very special, that's about it.
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ac9e38 No.16804006
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1003be No.16804008
>>16804004
If we're talking about "doujinsoft" this new Fire Emblem clone made by Kaga is cool though.
https://store.steampowered.com/app/694770/Vestaria_Saga_I_War_of_the_Scions/
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9c45aa No.16804098
how the fuck do you even do mite knight, the flappy bird minigame sucks and mite knight looks like it'd be fun if I understood what the fuck to actually do
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e9817d No.16804114
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0795e5 No.16804121
>OP pic
It pisses me off when indie games pretend to be Japanese by shoving in moonrunes.
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83a895 No.16804130
>>16804121
it's just marketing and trying to appeal certain kind of retards, it's not different than japanese devs using english words and names in their games
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728498 No.16804137
>>16803820
It allows the combat to be tightened much more. No leeway and little RNG shittery. No crits.
>>16804006
Hug the bug abdomen while fugging the bug doggy style.
>>16804098
Keep trying. You'll get the hang of it. The key is always in the same general area in each respective level. The exit is always the opposite corner to the start. Make sure you kill almost everything in sight along the way. Don't try to line up with zombiants that aren't directly in front of you, as they tend to move out of the way. Instead, get close and let them move in front of you. If they flank you just turn and attack. Always approach wizards with your shield up, even if you're approaching by strafing. Flower story is shit. If you lose your flower combo before breaking the default high score you may as well lose intentionally and retry. Consumable rewards for tokens are shit. Get the unique rewards and never touch the termacade again.
>>16804121
>>16804130
Wew lad. The Game has a JP language option. I just posted the JP title you dumb niggers.
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b6f215 No.16804480
The one single thing that pisses me off about this game is that there is no counter attack, only "super block".
I liked TTYOD because you could go full on daredevil and try to parry the enemy's strong attacks instead of defending or getting in the shadows, which added a lot to each combat.
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d2a343 No.16804677
>>16804121
Well said, fellow anonymous poster! Cultural appropriation is never okay! 😤
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