Built using the SMBX2 engine, with heavy additional scripting in Lua.
Released January 30, 2023
The release trailer, originally published January 30, 2023.
Led a core team of roughly 7 people including programmers, musicians, and sprite artists, with additional individuals also contributing intermittently throughout development.
Designed and built 31 levels, which is just about every single level in the game.
Programmed all cutscenes, two menus, player progression, achievements, and more.
Created the trailer and all promotional material for the game.
Conceptually designed every system as well as player progression.
Wrote all character dialogue, story, and lore for the game.
Supported the game post-release for several months with bug fixes, difficulty balancing, and even a small content patch.
Originally known as the now cancelled "Luigi's Fight for the Lost Island", this project aims to revamp the story and structure of the adventure as a way to experience all of the content that was already completed for the original game. The whole package includes 13 completed levels, 3 incomplete levels, 9 scrapped levels, development content such as concept art, unused music, and more.
The story begins with Luigi crash landing onto Saturna, one of the planets the player was intended to travel to towards the end of the original game. When he regains consciousness after the crash, all of his memories of the adventure up until that point have disappeared. Nearby, he discovers a building known as the Memory Center, containing an ancient computer called MADELYN that assists him in the recovery of his memories. This is accomplished by putting Luigi into long-term sensory deprivation, allowing him to explore areas of his own consciousness.
In addition to the previously developed content's inclusion, I also created a new hub world for the player to enter each level (AKA Recover a memory), a new species of NPCs, known as Bloombas, who live inside Luigi's mind, optional level-specific challenges, an achievement system, and even a final "culmination" level known as the "Memory Amalgamation" which mixes the main mechanics of every previous level into one final challenge for the player.
The task of taking an unfinished game and restructuring it to appear as a finished one was probably one of the most unique challenges I have ever faced. Simply because of the nature of the task, the game has several rough edges that are almost impossible to hide without a significant construction on top of the existing content, which defeats the original purpose of the project: releasing the already completed content for others to experience, rather than leaving the game to rot on my hard drive.
Admittedly, there are some things I would have done differently with the game considering the experience I have now. The "incomplete" levels would abruptly end with road construction signs blocking the rest of the level, cutting the experience short with little to no gameplay. After release, I received a suggestion that instead proposed the idea of presenting the incomplete levels as mere dioramas of the levels' aesthetics and central mechanic that could be viewed by the player through other means. This removes the unnecessary playtime of venturing through a level that was never fully realized, while still preserving the history of the game.
One of the biggest criticisms upon the game's release was its difficulty balancing. In an effort to preserve the previously completed content to the fullest extent, I made minimal changes to each level's design before release. I later realized this was a mistake. Each level included in the game was intended to be experienced by the player at very different points throughout the original adventure. Playing each one of them back-to-back would in no way create a cohesive difficulty curve. In addition to this, all testing before release was related to bugs and system functionality, almost entirely ignoring actual level design, meaning that anything that should have been caught during design testing for the original game wasn't caught during testing for Luigi's Lost Memories. Most of the difficulty balancing was addressed in later patches.
(Windows Only)
IMPORTANT: Due to the nature of SMBX2, which builds on top the original SMBX executable by directly modifying memory addresses, some antivirus software may mark the download as malicious. This is a false positive.
Note that I operate under the alias "Chipss" as a developer, and will be referred to as such in the credits of each game.