biocreeps

BioCreeps Bounces Onto NES

We saw the first demo for Łukasz Kur and Nate Ehlers’ BioCreeps years ago. It’s been so long that we feared it’d be a demo forever, but it turns out they were working on it all this time (they just haven’t had much free time to chip away at it). Now it’s almost done and currently crowdfunding a physical edition on Kickstarter.

The situation: in 1992, aliens invaded Earth. Desperate to drive the forces back, the government enlisted the help of two gun-toting hotshots, Rod and Todd, to invade the aliens’ main base and blow away as many of them as possible. In short, a very very NES-era premise. But Rod and Todd can do something the Contra team or the Bad Dudes were never capable of…they can bounce!

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The duo’s guns are so powerful that firing them on the ground propels them into the air. Gameplay mostly consists of doing this, making it pretty unique not just in the NES library but pretty much anywhere else. You bounce to get to higher ground and avoid the aliens, but when they get near, a sudden charge attack with your other button will stun them. Then it’s a matter of just kicking them off the stage.

The BioCreeps tiers consist of the digital ROM at $10, the plain physical cart with no frills at $45, the cart, box and manual at $65, and a bunch of cool other items thrown in at $130. Said cool items include a patch, a sticker sheet and a special edition VHS-styled box. You can also get trucker hats, arcade controllers and T-shirts as add-ons.

BioCreeps will bounce out of here in nine days — the campaign wraps on May 24 — so you’ll want to hurry and lay your claim on a copy.

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DarkProject

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66 messages 0 likes

I’m intrigued by BioCreeps, especially given its long development period. It’s always interesting to see how a project evolves, particularly one that’s been in the works for years. The blend of retro aesthetics with modern design principles can often yield some really creative results. I’m curious about how they’ll utilize the NES hardware limitations, those constraints can lead to surprisingly innovative gameplay mechanics.

With its release next week, I wonder what specific elements they’ve introduced that set it apart from other 8-bit titles. Have any mechanics or design choices caught your attention from the demos that you think might redefine expectations for NES games?

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Avatar of CosmoCanyon7
CosmoCanyon7

New Member

366 messages 0 likes

I actually like when indie NES games try one weird gameplay idea instead of just copying Mega Man or Contra again. The bouncing mechanic sounds difficult at first, but also the kind of thing that becomes really satisfying after a few minutes. I watched some clips of this game before and the movement already looked different from most retro-style shooters. The charge attack into kicking enemies off the stage is also a funny touch. It feels like the developers understood how old NES games were simple but still memorable because of one strong mechanic. I respect that they kept working on this for years instead of quietly dropping it. A lot of retro projects disappear after the demo stage. The VHS-style box is also a smart idea because people buying physical NES games usually care about presentation and nostalgia too.

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Avatar of GrimlockRampage
GrimlockRampage

Member

355 messages 15 likes

I miss when games had simple stories like “aliens invaded, go stop them.” No giant lore dumps, no 40-minute intro scenes, just start the game and survive. This looks like the kind of game I would have rented as a kid and then spent the weekend trying to master. The bouncing gimmick sounds chaotic in a good way because movement becomes part of attacking. I also like that the game seems focused on arcade-style action instead of trying to be cinematic. Sometimes modern retro games try too hard to look old while still playing like modern indie titles. This one sounds more committed to the actual NES design mindset.

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Avatar of DriftSamurai23
DriftSamurai23

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354 messages 15 likes

The trucker hats and VHS box feel more expensive than the actual game at this point. Every Kickstarter now has shirts, patches, stickers, collector boxes, and fifteen editions before the game even comes out. I’m not against it, but sometimes I just want the cartridge and that’s it. Still, the game itself looks interesting because the bouncing mechanic changes how you move around every second. That alone makes me curious enough to follow it.

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