Over the past couple of weeks, I've been exploring different ways to add dynamism to Thwimbly's moveset.
Thwimbly's moveset, as of today, looks like this:
- Walk
- Run button for more speed control
- P-speed (if player runs for 30 frames get a 1.05x multiplier to velocity cap)
- Jump
- Fastfall if pressing down
- Slowfall if holding A
- Carry objects
- Set down
- Uptoss
- Throw forward
- Slide
- Brief boost of speed, allowing larger gaps to be covered
- Can take out enemies if sliding into them
- Context-Dependent Actions
- Climb if next to certain wall type, etc.
This looks much closer to the games its taking inspiration from. However, there are a few issues with it.
- Jump distance drastically increased with slide
- It is not possible to maintain or obtain P-speed in most levels (you can do it in 1-1, and that's about it)
- Carrying items is not introduced until 4-4
- All levels were designed around not being able to kill enemies
These issues lead to functionally requiring a full redesign of the entire campaign from a level design perspective. While I think the overall improvements to the moveset warrant this, I'm honestly not sure what direction the levels should take.
Let's talk through what it would look like for the levels to be a more Mario-styled sandbox experience.

The levels would be more open rather than the zig-zag designs I've currently been doing. Above is a goofy recreation of SMB 1-1 I was making from memory just to see how this felt. I did add in blocks that can hide entities inside, but there isn't really anything that is worth getting inside besides more coins to collect hats. The game doesn't have powerups, and there's a whole other question of how they would work in Thwimbly.
This question ties into a bigger question I've been having lately, why aren't there indie games featuring Mario-like gameplay? You have indies that are basically modern recreations of
Metroid,
Mega Man,
The hecking Zelda CDi games people made YTPs of in 2011,
Castlevania, and like dozens more classic franchises. But no Mario. At least no good indie games that channel Mario energy. Is there a reason for that? There are a ton of super cool mario fangames that would make excellent indies if they had a fresh coat of paint to remove all of Nintendo's IP, but no super polished indie projects like other franchises have. Is Mario just too popular? Did low-effort cash-grab indies poison the well a decade ago and everyone is just too afraid to go near it? Are people too afraid to reference Nintendo's biggest guy? People make indie Zelda-likes all the time,
so why is Mario different?
The question then, dear reader is whether trying to make something that holds more closely to this style of gameplay is a bad idea. Will it hamper the game's public opinion? Is the game doomed from the start? Or is this an untapped market that most indie devs are too risk-averse to try (or just have better ideas maybe)
(-_-) *sigh*
I've been racking my brain to think of a Mario-styled indie and the closest I can think of is
A Hat In Time, which isn't 2D. I 100% was planning on my next game pulling very heavily from Mario, but the plan for that was to build something at a higher resolution/color count in a new framework and without 4 years of past Kepler's mistakes leaving the project in massive technical debt. I think Thwimbly's artstyle isn't going to do it any favors when it comes to seeming like a Mario derivative.
Let's explore something closer to Kaizo or Celeste.
Kaizo, in this context, refers to difficult levels prioritizing flow and execution. Celeste is the most popular indie game that pulls from Kaizo (and Maddie has made two Kaizo SMW romhacks since Celeste came out, so she's definitely into Kaizo).
Rebounder is an upcoming indie that I can't see
not being successful thanks to its incredible visual design and tight gameplay. I've been playing the free demo of Rebounder so much over the past few days it's not even funny haha.
Building the game around Kaizo would put it on a shortlist of indie titles directly pulling from this subculture.
Kitsune Tails is one of the only
released indies directly referencing Kaizo, though they're using it as a bonus postgame challenge. Rebounder and
Inpulse are two indies that are heavily marketed around kaizo, with Celeste not mentioning Kaizo but being the poster-child of the indie kaizo movement in my mind.
The problem I've been running into when designing kaizo levels is attempting to keep things feeling tight. Thwimbly's movement is extremely loose and floaty. In some cases this is good, in others its bad. All that's to say that I think a lot of the physics values will need to be tweaked to prevent the player from travelling too fast to see clearly and prevent things from being
too floaty.
Above is a video of an exploration into something more Kaizo-adjacent built inside of Thwimbly. this is adding in a new mechanic directly inspired by
Thumbshredder levels in Super Mario World (the name is a reference to Glitchcat7's level
Thumbshredder's Dad). I think this looks pretty good, but it is extremely difficult. I think it took me about an hour to get this clip (and I died immediately after the clip ends which is why it cuts off so abruptly). and I have hundreds of hours playtesting this game lol.
The mythical third option: Combat focus
This option would require giving Thwimbly more options for combat. Whether that's some sort of projectile or sword I'm not sure, but the idea would be to move even farther from Mario/Celeste and towards something closer to Shovel Knight/Megaman.
A lot of the game would need to be reworked mechanically to make this happen, since neither Thwimbly nor enemies have health, and all damage is done by just walking into things. Honestly I don't really have too many thoughts on this, so maybe that's a sign it's not worth even thinking about any more.
So what's the plan?
I'm not sure. I was hoping that by writing out all of my thoughts rather than just letting the rumination take over (though I'd rather ruminate on Thwimbly than existential dread. also my zoloft isn't working as well as i hoped), I could try and come to some conclusions.
I still have a ton of ideas for Thwimbly, including minigames, mechanics, level themes, and more, but I feel like this project isn't going to be a success (in terms of being a polished complete game, not necessarily commercial success) if I don't have a solid direction. As of right now, the game is getting so close to completion. It can be played 80% through in terms of base game, (missing only a handful of levels/mechanics). My plan was to send the game out to testers once the levels were blocked in so they could help me tune mechanics and physics values, but I feel like I need to take a step back and evaluate the game on a more fundamental level.
They always say that having a design document is super important when developing a game, and wowee are they right. Thwimbly is effectively a virus that got way out of control and periodically takes over my life and every waking thought. This started as a simple project to try and program a jump arc while stuck in a hotel during summer 2021, and over the past four years has morphed quite a lot. I have definitely learned a lot about scope creep, technical layout, my preferred workflows, and program logic in general, so it's been worth the effort, but the question is where to go from here. If I had a concrete idea at the start that could be boiled down into an elevator pitch, maybe I wouldn't be in this predicament.
This leads me into a handful of options:
- Finish the game as-is. Write the last few tracks, remove the movement options from the last week that break everything, build the last few levels, make the Minimum Viable Product and yeet it onto the internet for free. This was basically my plan as of this spring.
- Pros:
- Lets me remove this parasite from my mind: move onto a new project and take these lessons in a new direction.
- Cons:
- Not an awesome end product. Would not be a good showcase of what I'm capable of.
- Rebuild the game more focused around casual/exploration focused gameplay. Pulls heavily from Mario, moderate difficulty. Sell game for $5-7
- Pros:
- Less likely to alienate players with difficulty.
- Can explore this seemingly untapped vein of indie ideas.
- Cons:
- Game will probably be very short and beatable within steam refund policy.
- Levels have a strict size limit thanks to engine limitations, so only so much exploration will be possible.
- thwimbly's aesthetic is already pretty safe/generic thanks to engine limitations, so pulling even more from Mario mechanically will make the gameplay even more generic.
- Need to come up with ways of sandbox-ifying gameplay to add more options
- Rebuild the game around Kaizo gameplay specifically
- Pros:
- Difficulty increases game length without requiring extra content
- Not a ton of indie games plumbing these depths right now, and none that I know of with bosses either
- Thwimbly doesn't have bosses right now but it's on my ideas board
- Cons:
- Need to do a ton of rebalancing on the movement tech, potentially adding more to increase the possibility space for level design.
- I've already rebuilt basically every level twice, what's another couple thanks to updating the movement code?
- More difficult to speedrun. Celeste manages it, but most Kaizo romhacks don't. Rebounder is very fun to speedrun though, this might be a non-issue?
- Rebuild game as hybrid: More sandbox-y levels with kaizo secrets and special challenge levels that are pure kaizo. This is what the levels are like now, kinda
- Pros:
- Almost wholly unique in the realm of indies to my knowledge (Kitsune tails is the closest I'm aware of but I still need to play it)
- Lets me stand in both camps since it seems like that's what I want anyways
- Probably the most fun for building a speed game thanks to the multiple options
- Cons:
- Still probably needs to come up with ways of sandbox-ifying gameplay with powerups or attacks or something. Hidden areas made this better but it still needs something else. Maybe the slide attack will fix it?
- Levels are only so big and will have trouble hiding secrets
Maybe the correct answer is to step back, get some space, and re-evaluate. I'm still having tons of ideas and enjoying working on the game, but this lack of direction is kind of concerning.